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3D
hku-mars/ImMesh
src/shader/learnopengl/assimp_glm_helpers.h
.h
966
34
#pragma once #include<assimp/quaternion.h> #include<assimp/vector3.h> #include<assimp/matrix4x4.h> #include<glm/glm.hpp> #include<glm/gtc/quaternion.hpp> class AssimpGLMHelpers { public: static inline glm::mat4 ConvertMatrixToGLMFormat(const aiMatrix4x4& from) { glm::mat4 to; //the a,b,c,d in assimp is the row ; the 1,2,3,4 is the column to[0][0] = from.a1; to[1][0] = from.a2; to[2][0] = from.a3; to[3][0] = from.a4; to[0][1] = from.b1; to[1][1] = from.b2; to[2][1] = from.b3; to[3][1] = from.b4; to[0][2] = from.c1; to[1][2] = from.c2; to[2][2] = from.c3; to[3][2] = from.c4; to[0][3] = from.d1; to[1][3] = from.d2; to[2][3] = from.d3; to[3][3] = from.d4; return to; } static inline glm::vec3 GetGLMVec(const aiVector3D& vec) { return glm::vec3(vec.x, vec.y, vec.z); } static inline glm::quat GetGLMQuat(const aiQuaternion& pOrientation) { return glm::quat(pOrientation.w, pOrientation.x, pOrientation.y, pOrientation.z); } };
Unknown
3D
hku-mars/ImMesh
src/shader/learnopengl/shader_s.h
.h
4,525
122
#ifndef SHADER_H #define SHADER_H #include <glad/glad.h> #include <string> #include <fstream> #include <sstream> #include <iostream> class Shader { public: unsigned int ID; // constructor generates the shader on the fly // ------------------------------------------------------------------------ Shader(const char* vertexPath, const char* fragmentPath) { // 1. retrieve the vertex/fragment source code from filePath std::string vertexCode; std::string fragmentCode; std::ifstream vShaderFile; std::ifstream fShaderFile; // ensure ifstream objects can throw exceptions: vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit); try { // open files vShaderFile.open(vertexPath); fShaderFile.open(fragmentPath); std::stringstream vShaderStream, fShaderStream; // read file's buffer contents into streams vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); // close file handlers vShaderFile.close(); fShaderFile.close(); // convert stream into string vertexCode = vShaderStream.str(); fragmentCode = fShaderStream.str(); } catch (std::ifstream::failure& e) { std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl; } const char* vShaderCode = vertexCode.c_str(); const char * fShaderCode = fragmentCode.c_str(); // 2. compile shaders unsigned int vertex, fragment; // vertex shader vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); checkCompileErrors(vertex, "VERTEX"); // fragment Shader fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); checkCompileErrors(fragment, "FRAGMENT"); // shader Program ID = glCreateProgram(); glAttachShader(ID, vertex); glAttachShader(ID, fragment); glLinkProgram(ID); checkCompileErrors(ID, "PROGRAM"); // delete the shaders as they're linked into our program now and no longer necessary glDeleteShader(vertex); glDeleteShader(fragment); } // activate the shader // ------------------------------------------------------------------------ void use() { glUseProgram(ID); } // utility uniform functions // ------------------------------------------------------------------------ void setBool(const std::string &name, bool value) const { glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value); } // ------------------------------------------------------------------------ void setInt(const std::string &name, int value) const { glUniform1i(glGetUniformLocation(ID, name.c_str()), value); } // ------------------------------------------------------------------------ void setFloat(const std::string &name, float value) const { glUniform1f(glGetUniformLocation(ID, name.c_str()), value); } private: // utility function for checking shader compilation/linking errors. // ------------------------------------------------------------------------ void checkCompileErrors(unsigned int shader, std::string type) { int success; char infoLog[1024]; if (type != "PROGRAM") { glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(shader, 1024, NULL, infoLog); std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } else { glGetProgramiv(shader, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(shader, 1024, NULL, infoLog); std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl; } } } }; #endif
Unknown
3D
hku-mars/ImMesh
src/shader/learnopengl/animator.h
.h
1,871
81
#pragma once #include <glm/glm.hpp> #include <map> #include <vector> #include <assimp/scene.h> #include <assimp/Importer.hpp> #include <learnopengl/animation.h> #include <learnopengl/bone.h> class Animator { public: Animator(Animation* animation) { m_CurrentTime = 0.0; m_CurrentAnimation = animation; m_FinalBoneMatrices.reserve(100); for (int i = 0; i < 100; i++) m_FinalBoneMatrices.push_back(glm::mat4(1.0f)); } void UpdateAnimation(float dt) { m_DeltaTime = dt; if (m_CurrentAnimation) { m_CurrentTime += m_CurrentAnimation->GetTicksPerSecond() * dt; m_CurrentTime = fmod(m_CurrentTime, m_CurrentAnimation->GetDuration()); CalculateBoneTransform(&m_CurrentAnimation->GetRootNode(), glm::mat4(1.0f)); } } void PlayAnimation(Animation* pAnimation) { m_CurrentAnimation = pAnimation; m_CurrentTime = 0.0f; } void CalculateBoneTransform(const AssimpNodeData* node, glm::mat4 parentTransform) { std::string nodeName = node->name; glm::mat4 nodeTransform = node->transformation; Bone* Bone = m_CurrentAnimation->FindBone(nodeName); if (Bone) { Bone->Update(m_CurrentTime); nodeTransform = Bone->GetLocalTransform(); } glm::mat4 globalTransformation = parentTransform * nodeTransform; auto boneInfoMap = m_CurrentAnimation->GetBoneIDMap(); if (boneInfoMap.find(nodeName) != boneInfoMap.end()) { int index = boneInfoMap[nodeName].id; glm::mat4 offset = boneInfoMap[nodeName].offset; m_FinalBoneMatrices[index] = globalTransformation * offset; } for (int i = 0; i < node->childrenCount; i++) CalculateBoneTransform(&node->children[i], globalTransformation); } std::vector<glm::mat4> GetFinalBoneMatrices() { return m_FinalBoneMatrices; } private: std::vector<glm::mat4> m_FinalBoneMatrices; Animation* m_CurrentAnimation; float m_CurrentTime; float m_DeltaTime; };
Unknown
3D
hku-mars/ImMesh
src/shader/learnopengl/bone.h
.h
4,974
189
#pragma once /* Container for bone data */ #include <vector> #include <assimp/scene.h> #include <list> #include <glm/glm.hpp> #define GLM_ENABLE_EXPERIMENTAL #include <glm/gtx/quaternion.hpp> #include <learnopengl/assimp_glm_helpers.h> struct KeyPosition { glm::vec3 position; float timeStamp; }; struct KeyRotation { glm::quat orientation; float timeStamp; }; struct KeyScale { glm::vec3 scale; float timeStamp; }; class Bone { public: Bone(const std::string& name, int ID, const aiNodeAnim* channel) : m_Name(name), m_ID(ID), m_LocalTransform(1.0f) { m_NumPositions = channel->mNumPositionKeys; for (int positionIndex = 0; positionIndex < m_NumPositions; ++positionIndex) { aiVector3D aiPosition = channel->mPositionKeys[positionIndex].mValue; float timeStamp = channel->mPositionKeys[positionIndex].mTime; KeyPosition data; data.position = AssimpGLMHelpers::GetGLMVec(aiPosition); data.timeStamp = timeStamp; m_Positions.push_back(data); } m_NumRotations = channel->mNumRotationKeys; for (int rotationIndex = 0; rotationIndex < m_NumRotations; ++rotationIndex) { aiQuaternion aiOrientation = channel->mRotationKeys[rotationIndex].mValue; float timeStamp = channel->mRotationKeys[rotationIndex].mTime; KeyRotation data; data.orientation = AssimpGLMHelpers::GetGLMQuat(aiOrientation); data.timeStamp = timeStamp; m_Rotations.push_back(data); } m_NumScalings = channel->mNumScalingKeys; for (int keyIndex = 0; keyIndex < m_NumScalings; ++keyIndex) { aiVector3D scale = channel->mScalingKeys[keyIndex].mValue; float timeStamp = channel->mScalingKeys[keyIndex].mTime; KeyScale data; data.scale = AssimpGLMHelpers::GetGLMVec(scale); data.timeStamp = timeStamp; m_Scales.push_back(data); } } void Update(float animationTime) { glm::mat4 translation = InterpolatePosition(animationTime); glm::mat4 rotation = InterpolateRotation(animationTime); glm::mat4 scale = InterpolateScaling(animationTime); m_LocalTransform = translation * rotation * scale; } glm::mat4 GetLocalTransform() { return m_LocalTransform; } std::string GetBoneName() const { return m_Name; } int GetBoneID() { return m_ID; } int GetPositionIndex(float animationTime) { for (int index = 0; index < m_NumPositions - 1; ++index) { if (animationTime < m_Positions[index + 1].timeStamp) return index; } assert(0); } int GetRotationIndex(float animationTime) { for (int index = 0; index < m_NumRotations - 1; ++index) { if (animationTime < m_Rotations[index + 1].timeStamp) return index; } assert(0); } int GetScaleIndex(float animationTime) { for (int index = 0; index < m_NumScalings - 1; ++index) { if (animationTime < m_Scales[index + 1].timeStamp) return index; } assert(0); } private: float GetScaleFactor(float lastTimeStamp, float nextTimeStamp, float animationTime) { float scaleFactor = 0.0f; float midWayLength = animationTime - lastTimeStamp; float framesDiff = nextTimeStamp - lastTimeStamp; scaleFactor = midWayLength / framesDiff; return scaleFactor; } glm::mat4 InterpolatePosition(float animationTime) { if (1 == m_NumPositions) return glm::translate(glm::mat4(1.0f), m_Positions[0].position); int p0Index = GetPositionIndex(animationTime); int p1Index = p0Index + 1; float scaleFactor = GetScaleFactor(m_Positions[p0Index].timeStamp, m_Positions[p1Index].timeStamp, animationTime); glm::vec3 finalPosition = glm::mix(m_Positions[p0Index].position, m_Positions[p1Index].position , scaleFactor); return glm::translate(glm::mat4(1.0f), finalPosition); } glm::mat4 InterpolateRotation(float animationTime) { if (1 == m_NumRotations) { auto rotation = glm::normalize(m_Rotations[0].orientation); return glm::toMat4(rotation); } int p0Index = GetRotationIndex(animationTime); int p1Index = p0Index + 1; float scaleFactor = GetScaleFactor(m_Rotations[p0Index].timeStamp, m_Rotations[p1Index].timeStamp, animationTime); glm::quat finalRotation = glm::slerp(m_Rotations[p0Index].orientation, m_Rotations[p1Index].orientation , scaleFactor); finalRotation = glm::normalize(finalRotation); return glm::toMat4(finalRotation); } glm::mat4 InterpolateScaling(float animationTime) { if (1 == m_NumScalings) return glm::scale(glm::mat4(1.0f), m_Scales[0].scale); int p0Index = GetScaleIndex(animationTime); int p1Index = p0Index + 1; float scaleFactor = GetScaleFactor(m_Scales[p0Index].timeStamp, m_Scales[p1Index].timeStamp, animationTime); glm::vec3 finalScale = glm::mix(m_Scales[p0Index].scale, m_Scales[p1Index].scale , scaleFactor); return glm::scale(glm::mat4(1.0f), finalScale); } std::vector<KeyPosition> m_Positions; std::vector<KeyRotation> m_Rotations; std::vector<KeyScale> m_Scales; int m_NumPositions; int m_NumRotations; int m_NumScalings; glm::mat4 m_LocalTransform; std::string m_Name; int m_ID; };
Unknown
3D
hku-mars/ImMesh
src/tools/tools_ros.hpp
.hpp
3,647
85
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __TOOLS_ROS_HPP__ #define __TOOLS_ROS_HPP__ #include <ros/ros.h> #include <vector> #include <iostream> using std::cout; using std::endl; namespace Common_tools { template < typename T > inline T get_ros_parameter( ros::NodeHandle &nh, const std::string parameter_name, T &parameter, T default_val ) { nh.param< T >( parameter_name.c_str(), parameter, default_val ); // ENABLE_SCREEN_PRINTF; cout << "[Ros_parameter]: " << parameter_name << " ==> " << parameter << std::endl; return parameter; } template < typename T > inline std::vector< T > get_ros_parameter_array( ros::NodeHandle &nh, const std::string parameter_name ) { std::vector< T > config_vector; nh.getParam( parameter_name, config_vector ); cout << "[Ros_configurations]: " << parameter_name << ":{ "; for(int i =0 ; i < config_vector.size(); i++) { cout << config_vector[i] << ", "; } cout << "\b\b" << " }" << endl; return config_vector; } } using Common_tools::get_ros_parameter; #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_data_io.hpp
.hpp
6,469
179
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __TOOLS_DATA_IO_HPP__ #define __TOOLS_DATA_IO_HPP__ #include <iostream> #include <Eigen/Eigen> #include <string> #include <vector> #include "tools_color_printf.hpp" #include "tools_eigen.hpp" // #define DATA_IO_VERSION "V1.0" // #define DATA_IO_VERSION_INFO "Init repo." // #define DATA_IO_VERSION "V1.1" // #define DATA_IO_VERSION_INFO "More robustness, enable split with given char." #define DATA_IO_VERSION "V1.2" #define DATA_IO_VERSION_INFO "Make more robust, detect NaN and skip this line." namespace Common_tools { using std::cout; using std::endl; template<typename T=float> inline void save_matrix_to_txt( std::string file_name, Eigen::Matrix<T, -1, -1> mat ) { FILE *fp = fopen( file_name.c_str(), "w+" ); int cols_size = mat.cols(); int rows_size = mat.rows(); for ( int i = 0; i < rows_size; i++ ) { for ( int j = 0; j < cols_size; j++ ) { fprintf( fp, "%.15f ", mat( i, j ) ); } fprintf( fp, "\r\n" ); } fclose( fp ); } inline void save_matrix_to_txt( std::string file_name, Eigen::SparseMatrix< double > mat ) { save_matrix_to_txt( file_name, mat.toDense() ); } template<typename T=float> inline Eigen::Matrix<T, -1, -1> mat_from_data_vec(const std::vector< std::vector< T > > & data_vec, char split_char = ' ' ) { Eigen::Matrix<T, -1, -1> res_mat; if(data_vec.size() ==0 ) { return res_mat; } res_mat.resize( data_vec.size(), data_vec[ 0 ].size() ); for (unsigned int i = 0; i < data_vec.size(); i++ ) { for (unsigned int j = 0; j < data_vec[i].size(); j++ ) { res_mat( i, j ) = data_vec[ i ][ j ]; } } return res_mat; } template<typename T=float> inline std::vector<std::vector<T>> load_data_from_txt(std::string file_name, char split_char = ' ' ) { static const int DATA_RESERVE_SIZE = 1e8; std::vector<std::vector<T>> data_mat; FILE * fp; // cout << "Load date from: " << file_name.c_str() << endl; fp = fopen(file_name.c_str(), "r"); if(fp == nullptr) { cout << "Can not load data from " << file_name << ", please check!" << endl; } else { std::string line_str; line_str.reserve( DATA_RESERVE_SIZE ); read_line: while ( fgets( ( char * ) line_str.data(), DATA_RESERVE_SIZE, fp ) != NULL ) { std::vector< T > data_vec; data_vec.reserve( 1e5 ); T data = -3e8; std::stringstream ss( line_str.c_str() ); std::string single_s; while ( std::getline( ss, single_s, split_char ) ) { try { data = std::stod( single_s ); if ( std::isnan( data ) ) { cout << "Nan data detected, skip this line!!! " << endl; goto read_line; } } catch ( ... ) { break; } data_vec.push_back( data ); } data_mat.push_back( data_vec ); line_str = std::string(" "); } fclose(fp); } for( int i = 1; i <data_mat.size(); i++ ) { if( data_mat[i].size() != data_mat[0].size() ) { cout << "[" << i << "] " << " row exception, current size = " << data_mat[i].size() << ", but size of first row is " << data_mat[0].size() << endl; while(1); } } return data_mat; } template<typename T=float> inline Eigen::Matrix<T, -1, -1> load_mat_from_txt(std::string file_name, char split_char = ' ') { return mat_from_data_vec<T>(load_data_from_txt<T>(file_name, split_char)); } } #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_logger.hpp
.hpp
70,445
1,641
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __LOGGER_HPP__ #define __LOGGER_HPP__ #include "os_compatible.hpp" #include <fstream> #include <iostream> #include <map> #include <mutex> #include <ostream> #include <sstream> #include <stdarg.h> //need for such like printf(...) #include <stdio.h> #include <string> #include <thread> #include <iomanip> #include "tools_color_printf.hpp" #include "tools_timer.hpp" // #define FILE_LOGGER_VERSION "V1.0" // #define FILE_LOGGER_VERSION_INFO "First version" //#define FILE_LOGGER_VERSION "V1.1" //#define FILE_LOGGER_VERSION_INFO "Add macro, make logger more easy to call" //#define FILE_LOGGER_VERSION "V1.2" //#define FILE_LOGGER_VERSION_INFO "Compatible with windows." //#define FILE_LOGGER_VERSION "V1.3" //#define FILE_LOGGER_VERSION_INFO "Support verbose" // #define FILE_LOGGER_VERSION "V1.4" // #define FILE_LOGGER_VERSION_INFO "Add macro code block, enable turn off the printf quickly" // #define FILE_LOGGER_VERSION "V1.5" // #define FILE_LOGGER_VERSION_INFO "Add variable restore block, enable turn off/on screen prinf in local block scope." // #define FILE_LOGGER_VERSION "V1.6" // #define FILE_LOGGER_VERSION_INFO "Fix discontruction bugs." #define FILE_LOGGER_VERSION "V1.7" #define FILE_LOGGER_VERSION_INFO "Add more tools, print out the hardware information in printf_program." #ifndef printf_line #define printf_line std::cout << __FILE__ << " " << __LINE__ << std::endl; #endif #define printf_program( a ) \ std::cout << ANSI_COLOR_YELLOW_BOLD; \ std::cout << "=============================================================" << std::endl; \ std::cout << "App name : " << ANSI_COLOR_WHITE_BOLD << a << ANSI_COLOR_YELLOW_BOLD << std::endl; \ std::cout << "Build date : " << __DATE__ << " " << __TIME__ << std::endl; \ std::cout << "CPU infos : " << Common_tools::get_cpu_info() << std::endl; \ std::cout << "RAM infos : " << Common_tools::get_RAM_info() << std::endl; \ std::cout << "OS infos : " << Common_tools::get_OS_info() << std::endl; \ std::cout << "Home dir : " << Common_tools::get_home_folder() << std::endl; \ std::cout << "Current dir: " << Common_tools::get_current_folder() << std::endl; \ std::cout << "Date mow : " << Common_tools::get_current_date_time_str() << std::endl; \ std::cout << "=============================================================" << ANSI_COLOR_RESET << std::endl; #define LOG_FILE_LINE( x ) \ *( ( x ).get_ostream() ) << __FILE__ << " " << __LINE__ << endl; \ ( x ).get_ostream()->flush(); #define LOG_FILE_LINE_AB( a, b ) \ *( ( a ).get_ostream( b ) ) << __FILE__ << " " << __LINE__ << endl; \ ( a ).get_ostream()->flush(); #define LOG_FUNCTION_LINE( x ) \ *( ( x ).get_ostream() ) << __FUNCTION__ << " " << __LINE__ << endl; \ ( x ).get_ostream()->flush(); #define LOG_FUNCTION_LINE_AB( a, b ) \ *( ( a ).get_ostream( b ) ) << __FUNCTION__ << " " << __LINE__ << endl; \ ( x ).get_ostream()->flush(); #define ADD_SCREEN_PRINTF_OUT_METHOD \ int m_if_verbose_screen_printf = 1; \ char * m_sceen_output_cstr = new char[ 10000 ](); \ std::string m_sceen_output_string = std::string( m_sceen_output_cstr ); \ std::shared_ptr< std::stringstream > m_sceen_output_stringstream = std::make_shared< std::stringstream >( m_sceen_output_string ); \ inline void screen_printf( const char *fmt, ... ) \ { \ if ( m_if_verbose_screen_printf ) \ return; \ va_list ap; \ va_start( ap, fmt ); \ if ( Common_tools::vasprintf( &m_sceen_output_cstr, fmt, ap ) == 0 ) \ { \ return; \ } \ std::printf( "%s", m_sceen_output_cstr ); \ } \ std::ostream *sreen_outstream() \ { \ if ( m_if_verbose_screen_printf ) \ { \ return m_sceen_output_stringstream.get(); \ } \ else \ { \ return &std::cout; \ } \ } #define screen_out ( *sreen_outstream() ) #define ENABLE_SCREEN_PRINTF Common_tools::Variable_restore_point< int > val_restore( &m_if_verbose_screen_printf, 0 ); // Enable printf in this scope. #define DISABLE_SCREEN_PRINTF Common_tools::Variable_restore_point< int > val_restore( &m_if_verbose_screen_printf, 1 ); // Disable printf in this scope. namespace Common_tools // Commond tools { using namespace std; inline void printf_software_version() { scope_color( ANSI_COLOR_GREEN_BOLD ); std::cout << "+++++++++++++++++++++++++++++++++++++++++++++++" << endl; std::cout << "Here is the your software environments: " << std::endl; // #ifdef __GNUC__ &&__GNUC_MINOR__ &&__GNUC_PATCHLEVEL__ #ifdef __GNUC_PATCHLEVEL__ std::cout << "GCC version : " << __GNUC__ << "." << __GNUC_MINOR__ << "." << __GNUC_PATCHLEVEL__ << endl; #endif #ifdef BOOST_VERSION // Has Boost std::cout << "Boost version : " << BOOST_VERSION / 100000 << "." << BOOST_VERSION / 100 % 1000 << "." << BOOST_VERSION % 100 << std::endl; #endif // #ifdef EIGEN_WORLD_VERSION &&EIGEN_MAJOR_VERSION &&EIGEN_MINOR_VERSION // Has Eigen #ifdef EIGEN_MINOR_VERSION // Has Eigen std::cout << "Eigen version : " << EIGEN_WORLD_VERSION << "." << EIGEN_MAJOR_VERSION << "." << EIGEN_MINOR_VERSION << std::endl; #endif // #ifdef CV_MAJOR_VERSION &&CV_MINOR_VERSION &&CV_VERSION_REVISION // Has openCV #ifdef CV_VERSION_REVISION // Has openCV std::cout << "OpenCV version : " << CV_MAJOR_VERSION << "." << CV_MINOR_VERSION << "." << CV_VERSION_REVISION << std::endl; #endif // #ifdef CERES_VERSION_MAJOR &&CERES_VERSION_MINOR &&CERES_VERSION_PATCH // Has Ceres-solver #ifdef CERES_VERSION_PATCH // Has Ceres-solver std::cout << "Ceres-solver version : " << CERES_VERSION_MAJOR << "." << CERES_VERSION_MINOR << "." << CERES_VERSION_PATCH << std::endl; #endif // #ifdef CGAL_MAJOR_VERSION &&CGAL_MINOR_VERSION &&CGAL_BUGFIX_VERSION // didn't take effect...., any bugs here? #ifdef CGAL_BUGFIX_VERSION // didn't take effect...., any bugs here? std::cout << "CGAL version : " << CGAL_MAJOR_VERSION << "." << CGAL_MINOR_VERSION << "." << CGAL_BUGFIX_VERSION << std::endl; #endif #ifdef CGAL_VERSION_STR // didn't take effect...., any bugs here? std::cout << "CGAL version : " << CGAL_VERSION_STR << std::endl; #endif std::cout << "+++++++++++++++++++++++++++++++++++++++++++++++" << endl; } template < typename T > struct Variable_restore_point { T *m_targer_variable; T m_initial_value; Variable_restore_point( T *variable_ptr ) { m_targer_variable = variable_ptr; m_initial_value = *m_targer_variable; } Variable_restore_point( T *variable_ptr, const T temp_val ) { m_targer_variable = variable_ptr; m_initial_value = *m_targer_variable; *m_targer_variable = temp_val; } ~Variable_restore_point() { *m_targer_variable = m_initial_value; } }; inline bool if_file_exist( const std::string &name ) { // Copy from: https://stackoverflow.com/questions/12774207/fastest-way-to-check-if-a-file-exist-using-standard-c-c11-c struct stat buffer; return ( stat( name.c_str(), &buffer ) == 0 ); }; class File_logger { public: std::map< string, std::ostream * > m_map_file_os; char m_temp_char[ 10000 ]; string m_temp_string; std::shared_ptr< std::stringstream > m_temp_stringstream; string m_save_dir_name = string( "./" ); std::shared_ptr< std::mutex > m_mutex_log; int m_if_verbose = 0; void release() { for ( auto it = m_map_file_os.begin(); it != m_map_file_os.end(); it++ ) { it->second->flush(); ( it->second ) = NULL; delete it->second; } m_map_file_os.clear(); }; ~File_logger() { release(); }; void set_log_dir( string _dir_name ) { release(); m_save_dir_name = _dir_name; create_dir( m_save_dir_name ); // mkdir(m_save_dir_name.c_str(), 0775); } File_logger( string _dir_name = string( "/home/ziv/data/" ) ) { m_mutex_log = std::make_shared< std::mutex >(); set_log_dir( _dir_name ); m_map_file_os.insert( std::pair< string, std::ostream * >( "screen", &std::cout ) ); m_temp_string.reserve( 1e4 ); m_temp_stringstream = std::make_shared< std::stringstream >( m_temp_string ); } string version() { std::stringstream ss; ss << "===== This is version of File_logger =====" << endl; ss << "Version : " << FILE_LOGGER_VERSION << endl; ss << "Version info : " << FILE_LOGGER_VERSION_INFO << endl; ss << "Complie date : " << __DATE__ << " " << __TIME__ << endl; ss << "===== End =====" << endl; return string( ss.str() ); } void init( std::string _file_name, std::string prefix_name = string( "log" ), int mode = std::ios::out ) { std::ofstream *ofs = new std::ofstream(); sprintf( m_temp_char, "%s/%s_%s", m_save_dir_name.c_str(), prefix_name.c_str(), _file_name.c_str() ); ofs->open( m_temp_char, ios::out ); if ( ofs->is_open() ) { // cout << "Open " << _file_name << " successful." << endl; m_map_file_os.insert( std::pair< string, std::ostream * >( prefix_name, ofs ) ); } else { cout << "Fail to open " << _file_name << endl; m_map_file_os.insert( std::pair< string, std::ostream * >( prefix_name, &std::cout ) ); } }; std::ostream *get_ostream( std::string prefix_name = string( "log" ) ) { if ( m_if_verbose ) return m_temp_stringstream.get(); auto it = m_map_file_os.find( prefix_name ); if ( it != m_map_file_os.end() ) { return ( it->second ); } else // if no exit, create a new one. { init( "tempadd.txt", prefix_name ); return get_ostream( prefix_name ); } } int printf( const char *fmt, ... ) { if ( m_if_verbose ) return 0; std::unique_lock< std::mutex > lock( *m_mutex_log ); #ifdef _WIN32 va_list ap; char * result = 0; va_start( ap, fmt ); if ( vasprintf( &result, fmt, ap ) == 0 ) { return 0; } // cout << "Fmt = " << fmt <<endl; // cout << "Args" = << m_args <<endl;m_temp_char m_temp_string = string( result ); // cout << m_temp_string; *( get_ostream() ) << m_temp_string; ( get_ostream( "log" ) )->flush(); return m_temp_string.length(); // return 0; #else va_list ap; char * result = 0; va_start( ap, fmt ); if ( vasprintf( &result, fmt, ap ) == 0 ) { return 0; } // cout << "Fmt = " << fmt <<endl; // cout << "Args" = << m_args <<endl;m_temp_char m_temp_string = string( result ); // cout << m_temp_string; *( get_ostream() ) << m_temp_string; ( get_ostream( "log" ) )->flush(); return m_temp_string.length(); #endif } }; }; // namespace Common_tools #ifdef _MSC_VER #include <Shlobj.h> #ifndef _USE_WINSDKOS #define _USE_WINSDKOS #include <VersionHelpers.h> #endif #else #include <sys/utsname.h> #ifdef __APPLE__ #include <sys/sysctl.h> #else #include <sys/sysinfo.h> #endif #include <pwd.h> #include <unistd.h> #endif #ifndef MAX_PATH #define MAX_PATH 260 #endif namespace Common_tools { using namespace std; // Manage setting/removing bit flags template < typename TYPE > class TFlags { public: typedef TYPE Type; public: inline TFlags() : flags( 0 ) {} inline TFlags( const TFlags &rhs ) : flags( rhs.flags ) {} inline TFlags( Type f ) : flags( f ) {} inline bool isSet( Type aFlag ) const { return ( flags & aFlag ) == aFlag; } inline bool isSet( Type aFlag, Type nF ) const { return ( flags & ( aFlag | nF ) ) == aFlag; } inline bool isSetExclusive( Type aFlag ) const { return flags == aFlag; } inline bool isAnySet( Type aFlag ) const { return ( flags & aFlag ) != 0; } inline bool isAnySet( Type aFlag, Type nF ) const { const Type m( flags & ( aFlag | nF ) ); return m != 0 && ( m & nF ) == 0; } inline bool isAnySetExclusive( Type aFlag ) const { return ( flags & aFlag ) != 0 && ( flags & ~aFlag ) == 0; } inline void set( Type aFlag, bool bSet ) { if ( bSet ) set( aFlag ); else unset( aFlag ); } inline void set( Type aFlag ) { flags |= aFlag; } inline void unset( Type aFlag ) { flags &= ~aFlag; } inline void flip( Type aFlag ) { flags ^= aFlag; } inline void operator=( TFlags rhs ) { flags = rhs.flags; } inline operator Type() const { return flags; } inline operator Type &() { return flags; } protected: Type flags; }; typedef class TFlags< uint32_t > Flags; typedef struct CPUINFO_TYP { bool bSSE; // Streaming SIMD Extensions bool bSSE2; // Streaming SIMD Extensions 2 bool bSSE3; // Streaming SIMD Extensions 3 bool bSSE41; // Streaming SIMD Extensions 4.1 bool bSSE42; // Streaming SIMD Extensions 4.2 bool bAVX; // Advanced Vector Extensions bool bFMA; // Fused Multiply�Add bool b3DNOW; // 3DNow! (vendor independent) bool b3DNOWEX; // 3DNow! (AMD specific extensions) bool bMMX; // MMX support bool bMMXEX; // MMX (AMD specific extensions) bool bEXT; // extended features available char vendor[ 13 ]; // vendor name char name[ 49 ]; // CPU name } CPUINFO; using String = std::string; // F U N C T I O N S /////////////////////////////////////////////// // Flags InitCPU(); // CPUINFO GetCPUInfo(); // bool OSSupportsSSE(); // bool OSSupportsAVX(); #define PATH_SEPARATOR '/' #define PATH_SEPARATOR_STR "/" #define REVERSE_PATH_SEPARATOR '\\' static String &trimUnifySlash( String &path ) { String::size_type start = 1; while ( ( start = path.find( PATH_SEPARATOR, start ) ) != String::npos ) if ( path[ start - 1 ] == PATH_SEPARATOR ) path.erase( start, 1 ); else ++start; return path; } static String &ensureUnifySlash( String &path ) { String::size_type start = 0; while ( ( start = path.find( REVERSE_PATH_SEPARATOR, start ) ) != String::npos ) path[ start ] = PATH_SEPARATOR; return trimUnifySlash( path ); } static String formatBytes( int64_t aBytes ) { char buff[ 100 ]; if ( aBytes < ( int64_t ) 1024 ) { // return String::FormatString( "%dB", ( uint32_t ) aBytes & 0xffffffff ); sprintf( buff, "%dB", ( uint32_t ) aBytes & 0xffffffff ); } else if ( aBytes < ( int64_t ) 1024 * 1024 ) { // return String::FormatString( "%.02fKB", ( double ) aBytes / ( 1024.0 ) ); sprintf( buff, "%.02fKB", ( double ) aBytes / ( 1024.0 ) ); } else if ( aBytes < ( int64_t ) 1024 * 1024 * 1024 ) { // return String::FormatString( "%.02fMB", ( double ) aBytes / ( 1024.0 * 1024.0 ) ); sprintf( buff, "%.02fMB", ( double ) aBytes / ( 1024.0 * 1024.0 ) ); } else if ( aBytes < ( int64_t ) 1024 * 1024 * 1024 * 1024 ) { // return String::FormatString( "%.02fGB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 ) ); sprintf( buff, "%.02fGB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 ) ); } else { // return String::FormatString( "%.02fTB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 * 1024.0 ) ); sprintf( buff, "%.02fTB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 * 1024.0 ) ); } std::string res_string = buff; return res_string; } inline String get_home_folder() { #ifdef _MSC_VER TCHAR homedir[ MAX_PATH ]; if ( SHGetSpecialFolderPath( 0, homedir, CSIDL_PROFILE, TRUE ) != TRUE ) return String(); #else const char *homedir; if ( ( homedir = getenv( "HOME" ) ) == NULL ) homedir = getpwuid( getuid() )->pw_dir; #endif // _MSC_VER String dir( String( homedir ) + PATH_SEPARATOR ); return ensureUnifySlash( dir ); } inline String get_application_folder() { #ifdef _MSC_VER TCHAR appdir[ MAX_PATH ]; if ( SHGetSpecialFolderPath( 0, appdir, CSIDL_APPDATA, TRUE ) != TRUE ) return String(); String dir( String( appdir ) + PATH_SEPARATOR ); #else const char *homedir; if ( ( homedir = getenv( "HOME" ) ) == NULL ) homedir = getpwuid( getuid() )->pw_dir; String dir( String( homedir ) + PATH_SEPARATOR + String( ".config" ) + PATH_SEPARATOR ); #endif // _MSC_VER return ensureUnifySlash( dir ); } #ifndef __LOGGER_HPP__ #define __LOGGER_HPP__ #include "os_compatible.hpp" #include <fstream> #include <iostream> #include <map> #include <mutex> #include <ostream> #include <sstream> #include <stdarg.h> //need for such like printf(...) #include <stdio.h> #include <string> #include <thread> #include <iomanip> #include "tools_color_printf.hpp" #include "tools_timer.hpp" // #define FILE_LOGGER_VERSION "V1.0" // #define FILE_LOGGER_VERSION_INFO "First version" //#define FILE_LOGGER_VERSION "V1.1" //#define FILE_LOGGER_VERSION_INFO "Add macro, make logger more easy to call" //#define FILE_LOGGER_VERSION "V1.2" //#define FILE_LOGGER_VERSION_INFO "Compatible with windows." //#define FILE_LOGGER_VERSION "V1.3" //#define FILE_LOGGER_VERSION_INFO "Support verbose" // #define FILE_LOGGER_VERSION "V1.4" // #define FILE_LOGGER_VERSION_INFO "Add macro code block, enable turn off the printf quickly" // #define FILE_LOGGER_VERSION "V1.5" // #define FILE_LOGGER_VERSION_INFO "Add variable restore block, enable turn off/on screen prinf in local block scope." // #define FILE_LOGGER_VERSION "V1.6" // #define FILE_LOGGER_VERSION_INFO "Fix discontruction bugs." #define FILE_LOGGER_VERSION "V1.7" #define FILE_LOGGER_VERSION_INFO "Add more tools, print out the hardware information in printf_program." #ifndef printf_line #define printf_line std::cout << __FILE__ << " " << __LINE__ << std::endl; #endif #define printf_program( a ) \ std::cout << ANSI_COLOR_YELLOW_BOLD; \ std::cout << "=============================================================" << std::endl; \ std::cout << "App name : " << ANSI_COLOR_WHITE_BOLD << a << ANSI_COLOR_YELLOW_BOLD << std::endl; \ std::cout << "Build date : " << __DATE__ << " " << __TIME__ << std::endl; \ std::cout << "CPU infos : " << Common_tools::get_cpu_info() << std::endl; \ std::cout << "RAM infos : " << Common_tools::get_RAM_info() << std::endl; \ std::cout << "OS infos : " << Common_tools::get_OS_info() << std::endl; \ std::cout << "Home dir : " << Common_tools::get_home_folder() << std::endl; \ std::cout << "Current dir: " << Common_tools::get_current_folder() << std::endl; \ std::cout << "Date mow : " << Common_tools::get_current_date_time_str() << std::endl; \ std::cout << "=============================================================" << ANSI_COLOR_RESET << std::endl; #define LOG_FILE_LINE( x ) \ *( ( x ).get_ostream() ) << __FILE__ << " " << __LINE__ << endl; \ ( x ).get_ostream()->flush(); #define LOG_FILE_LINE_AB( a, b ) \ *( ( a ).get_ostream( b ) ) << __FILE__ << " " << __LINE__ << endl; \ ( a ).get_ostream()->flush(); #define LOG_FUNCTION_LINE( x ) \ *( ( x ).get_ostream() ) << __FUNCTION__ << " " << __LINE__ << endl; \ ( x ).get_ostream()->flush(); #define LOG_FUNCTION_LINE_AB( a, b ) \ *( ( a ).get_ostream( b ) ) << __FUNCTION__ << " " << __LINE__ << endl; \ ( x ).get_ostream()->flush(); #define ADD_SCREEN_PRINTF_OUT_METHOD \ int m_if_verbose_screen_printf = 1; \ char * m_sceen_output_cstr = new char[ 10000 ](); \ std::string m_sceen_output_string = std::string( m_sceen_output_cstr ); \ std::shared_ptr< std::stringstream > m_sceen_output_stringstream = std::make_shared< std::stringstream >( m_sceen_output_string ); \ inline void screen_printf( const char *fmt, ... ) \ { \ if ( m_if_verbose_screen_printf ) \ return; \ va_list ap; \ va_start( ap, fmt ); \ if ( Common_tools::vasprintf( &m_sceen_output_cstr, fmt, ap ) == 0 ) \ { \ return; \ } \ std::printf( "%s", m_sceen_output_cstr ); \ } \ std::ostream *sreen_outstream() \ { \ if ( m_if_verbose_screen_printf ) \ { \ return m_sceen_output_stringstream.get(); \ } \ else \ { \ return &std::cout; \ } \ } #define screen_out ( *sreen_outstream() ) #define ENABLE_SCREEN_PRINTF Common_tools::Variable_restore_point< int > val_restore( &m_if_verbose_screen_printf, 0 ); // Enable printf in this scope. #define DISABLE_SCREEN_PRINTF Common_tools::Variable_restore_point< int > val_restore( &m_if_verbose_screen_printf, 1 ); // Disable printf in this scope. namespace Common_tools // Commond tools { using namespace std; inline void printf_software_version() { scope_color( ANSI_COLOR_GREEN_BOLD ); std::cout << "+++++++++++++++++++++++++++++++++++++++++++++++" << endl; std::cout << "Here is the your software environments: " << std::endl; #ifdef __GNUC__ &&__GNUC_MINOR__ &&__GNUC_PATCHLEVEL__ std::cout << "GCC version : " << __GNUC__ << "." << __GNUC_MINOR__ << "." << __GNUC_PATCHLEVEL__ << endl; #endif #ifdef BOOST_VERSION // Has Boost std::cout << "Boost version : " << BOOST_VERSION / 100000 << "." << BOOST_VERSION / 100 % 1000 << "." << BOOST_VERSION % 100 << std::endl; #endif #ifdef EIGEN_WORLD_VERSION &&EIGEN_MAJOR_VERSION &&EIGEN_MINOR_VERSION // Has Eigen std::cout << "Eigen version : " << EIGEN_WORLD_VERSION << "." << EIGEN_MAJOR_VERSION << "." << EIGEN_MINOR_VERSION << std::endl; #endif #ifdef CV_MAJOR_VERSION &&CV_MINOR_VERSION &&CV_VERSION_REVISION // Has openCV std::cout << "OpenCV version : " << CV_MAJOR_VERSION << "." << CV_MINOR_VERSION << "." << CV_VERSION_REVISION << std::endl; #endif #ifdef CERES_VERSION_MAJOR &&CERES_VERSION_MINOR &&CERES_VERSION_PATCH // Has Ceres-solver std::cout << "Ceres-solver version : " << CERES_VERSION_MAJOR << "." << CERES_VERSION_MINOR << "." << CERES_VERSION_PATCH << std::endl; #endif #ifdef CGAL_MAJOR_VERSION &&CGAL_MINOR_VERSION &&CGAL_BUGFIX_VERSION // didn't take effect...., any bugs here? std::cout << "CGAL version : " << CGAL_MAJOR_VERSION << "." << CGAL_MINOR_VERSION << "." << CGAL_BUGFIX_VERSION << std::endl; #endif #ifdef CGAL_VERSION // didn't take effect...., any bugs here? std::cout << "CGAL version : " << CGAL_VERSION << std::endl; #endif std::cout << "+++++++++++++++++++++++++++++++++++++++++++++++" << endl; } template < typename T > struct Variable_restore_point { T *m_targer_variable; T m_initial_value; Variable_restore_point( T *variable_ptr ) { m_targer_variable = variable_ptr; m_initial_value = *m_targer_variable; } Variable_restore_point( T *variable_ptr, const T temp_val ) { m_targer_variable = variable_ptr; m_initial_value = *m_targer_variable; *m_targer_variable = temp_val; } ~Variable_restore_point() { *m_targer_variable = m_initial_value; } }; inline bool if_file_exist( const std::string &name ) { // Copy from: https://stackoverflow.com/questions/12774207/fastest-way-to-check-if-a-file-exist-using-standard-c-c11-c struct stat buffer; return ( stat( name.c_str(), &buffer ) == 0 ); }; class File_logger { public: std::map< string, std::ostream * > m_map_file_os; char m_temp_char[ 10000 ]; string m_temp_string; std::shared_ptr< std::stringstream > m_temp_stringstream; string m_save_dir_name = string( "./" ); std::shared_ptr< std::mutex > m_mutex_log; int m_if_verbose = 0; void release() { for ( auto it = m_map_file_os.begin(); it != m_map_file_os.end(); it++ ) { it->second->flush(); ( it->second ) = NULL; delete it->second; } m_map_file_os.clear(); }; ~File_logger() { release(); }; void set_log_dir( string _dir_name ) { release(); m_save_dir_name = _dir_name; create_dir( m_save_dir_name ); // mkdir(m_save_dir_name.c_str(), 0775); } File_logger( string _dir_name = string( "/home/ziv/data/" ) ) { m_mutex_log = std::make_shared< std::mutex >(); set_log_dir( _dir_name ); m_map_file_os.insert( std::pair< string, std::ostream * >( "screen", &std::cout ) ); m_temp_string.reserve( 1e4 ); m_temp_stringstream = std::make_shared< std::stringstream >( m_temp_string ); } string version() { std::stringstream ss; ss << "===== This is version of File_logger =====" << endl; ss << "Version : " << FILE_LOGGER_VERSION << endl; ss << "Version info : " << FILE_LOGGER_VERSION_INFO << endl; ss << "Complie date : " << __DATE__ << " " << __TIME__ << endl; ss << "===== End =====" << endl; return string( ss.str() ); } void init( std::string _file_name, std::string prefix_name = string( "log" ), int mode = std::ios::out ) { std::ofstream *ofs = new std::ofstream(); sprintf( m_temp_char, "%s/%s_%s", m_save_dir_name.c_str(), prefix_name.c_str(), _file_name.c_str() ); ofs->open( m_temp_char, ios::out ); if ( ofs->is_open() ) { // cout << "Open " << _file_name << " successful." << endl; m_map_file_os.insert( std::pair< string, std::ostream * >( prefix_name, ofs ) ); } else { cout << "Fail to open " << _file_name << endl; m_map_file_os.insert( std::pair< string, std::ostream * >( prefix_name, &std::cout ) ); } }; std::ostream *get_ostream( std::string prefix_name = string( "log" ) ) { if ( m_if_verbose ) return m_temp_stringstream.get(); auto it = m_map_file_os.find( prefix_name ); if ( it != m_map_file_os.end() ) { return ( it->second ); } else // if no exit, create a new one. { init( "tempadd.txt", prefix_name ); return get_ostream( prefix_name ); } } int printf( const char *fmt, ... ) { if ( m_if_verbose ) return 0; std::unique_lock< std::mutex > lock( *m_mutex_log ); #ifdef _WIN32 va_list ap; char * result = 0; va_start( ap, fmt ); if ( vasprintf( &result, fmt, ap ) == 0 ) { return 0; } // cout << "Fmt = " << fmt <<endl; // cout << "Args" = << m_args <<endl;m_temp_char m_temp_string = string( result ); // cout << m_temp_string; *( get_ostream() ) << m_temp_string; ( get_ostream( "log" ) )->flush(); return m_temp_string.length(); // return 0; #else va_list ap; char * result = 0; va_start( ap, fmt ); if ( vasprintf( &result, fmt, ap ) == 0 ) { return 0; } // cout << "Fmt = " << fmt <<endl; // cout << "Args" = << m_args <<endl;m_temp_char m_temp_string = string( result ); // cout << m_temp_string; *( get_ostream() ) << m_temp_string; ( get_ostream( "log" ) )->flush(); return m_temp_string.length(); #endif } }; }; // namespace Common_tools #ifdef _MSC_VER #include <Shlobj.h> #ifndef _USE_WINSDKOS #define _USE_WINSDKOS #include <VersionHelpers.h> #endif #else #include <sys/utsname.h> #ifdef __APPLE__ #include <sys/sysctl.h> #else #include <sys/sysinfo.h> #endif #include <pwd.h> #include <unistd.h> #endif #ifndef MAX_PATH #define MAX_PATH 260 #endif namespace Common_tools { using namespace std; // Manage setting/removing bit flags template < typename TYPE > class TFlags { public: typedef TYPE Type; public: inline TFlags() : flags( 0 ) {} inline TFlags( const TFlags &rhs ) : flags( rhs.flags ) {} inline TFlags( Type f ) : flags( f ) {} inline bool isSet( Type aFlag ) const { return ( flags & aFlag ) == aFlag; } inline bool isSet( Type aFlag, Type nF ) const { return ( flags & ( aFlag | nF ) ) == aFlag; } inline bool isSetExclusive( Type aFlag ) const { return flags == aFlag; } inline bool isAnySet( Type aFlag ) const { return ( flags & aFlag ) != 0; } inline bool isAnySet( Type aFlag, Type nF ) const { const Type m( flags & ( aFlag | nF ) ); return m != 0 && ( m & nF ) == 0; } inline bool isAnySetExclusive( Type aFlag ) const { return ( flags & aFlag ) != 0 && ( flags & ~aFlag ) == 0; } inline void set( Type aFlag, bool bSet ) { if ( bSet ) set( aFlag ); else unset( aFlag ); } inline void set( Type aFlag ) { flags |= aFlag; } inline void unset( Type aFlag ) { flags &= ~aFlag; } inline void flip( Type aFlag ) { flags ^= aFlag; } inline void operator=( TFlags rhs ) { flags = rhs.flags; } inline operator Type() const { return flags; } inline operator Type &() { return flags; } protected: Type flags; }; typedef class TFlags< uint32_t > Flags; typedef struct CPUINFO_TYP { bool bSSE; // Streaming SIMD Extensions bool bSSE2; // Streaming SIMD Extensions 2 bool bSSE3; // Streaming SIMD Extensions 3 bool bSSE41; // Streaming SIMD Extensions 4.1 bool bSSE42; // Streaming SIMD Extensions 4.2 bool bAVX; // Advanced Vector Extensions bool bFMA; // Fused Multiply�Add bool b3DNOW; // 3DNow! (vendor independent) bool b3DNOWEX; // 3DNow! (AMD specific extensions) bool bMMX; // MMX support bool bMMXEX; // MMX (AMD specific extensions) bool bEXT; // extended features available char vendor[ 13 ]; // vendor name char name[ 49 ]; // CPU name } CPUINFO; using String = std::string; // F U N C T I O N S /////////////////////////////////////////////// // Flags InitCPU(); // CPUINFO GetCPUInfo(); // bool OSSupportsSSE(); // bool OSSupportsAVX(); #define PATH_SEPARATOR '/' #define PATH_SEPARATOR_STR "/" #define REVERSE_PATH_SEPARATOR '\\' static String &trimUnifySlash( String &path ) { String::size_type start = 1; while ( ( start = path.find( PATH_SEPARATOR, start ) ) != String::npos ) if ( path[ start - 1 ] == PATH_SEPARATOR ) path.erase( start, 1 ); else ++start; return path; } static String &ensureUnifySlash( String &path ) { String::size_type start = 0; while ( ( start = path.find( REVERSE_PATH_SEPARATOR, start ) ) != String::npos ) path[ start ] = PATH_SEPARATOR; return trimUnifySlash( path ); } static String formatBytes( int64_t aBytes ) { char buff[ 100 ]; if ( aBytes < ( int64_t ) 1024 ) { // return String::FormatString( "%dB", ( uint32_t ) aBytes & 0xffffffff ); sprintf( buff, "%dB", ( uint32_t ) aBytes & 0xffffffff ); } else if ( aBytes < ( int64_t ) 1024 * 1024 ) { // return String::FormatString( "%.02fKB", ( double ) aBytes / ( 1024.0 ) ); sprintf( buff, "%.02fKB", ( double ) aBytes / ( 1024.0 ) ); } else if ( aBytes < ( int64_t ) 1024 * 1024 * 1024 ) { // return String::FormatString( "%.02fMB", ( double ) aBytes / ( 1024.0 * 1024.0 ) ); sprintf( buff, "%.02fMB", ( double ) aBytes / ( 1024.0 * 1024.0 ) ); } else if ( aBytes < ( int64_t ) 1024 * 1024 * 1024 * 1024 ) { // return String::FormatString( "%.02fGB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 ) ); sprintf( buff, "%.02fGB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 ) ); } else { // return String::FormatString( "%.02fTB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 * 1024.0 ) ); sprintf( buff, "%.02fTB", ( double ) aBytes / ( 1024.0 * 1024.0 * 1024.0 * 1024.0 ) ); } std::string res_string = buff; return res_string; } inline String get_home_folder() { #ifdef _MSC_VER TCHAR homedir[ MAX_PATH ]; if ( SHGetSpecialFolderPath( 0, homedir, CSIDL_PROFILE, TRUE ) != TRUE ) return String(); #else const char *homedir; if ( ( homedir = getenv( "HOME" ) ) == NULL ) homedir = getpwuid( getuid() )->pw_dir; #endif // _MSC_VER String dir( String( homedir ) + PATH_SEPARATOR ); return ensureUnifySlash( dir ); } inline String get_application_folder() { #ifdef _MSC_VER TCHAR appdir[ MAX_PATH ]; if ( SHGetSpecialFolderPath( 0, appdir, CSIDL_APPDATA, TRUE ) != TRUE ) return String(); String dir( String( appdir ) + PATH_SEPARATOR ); #else const char *homedir; if ( ( homedir = getenv( "HOME" ) ) == NULL ) homedir = getpwuid( getuid() )->pw_dir; String dir( String( homedir ) + PATH_SEPARATOR + String( ".config" ) + PATH_SEPARATOR ); #endif // _MSC_VER return ensureUnifySlash( dir ); } inline String get_current_folder() { char pathname[ MAX_PATH + 1 ]; #ifdef _MSC_VER if ( !GetCurrentDirectory( MAX_PATH, pathname ) ) #else // _MSC_VER if ( !getcwd( pathname, MAX_PATH ) ) #endif // _MSC_VER return String(); String dir( String( pathname ) + PATH_SEPARATOR ); return ensureUnifySlash( dir ); } #ifdef _MSC_VER #include <intrin.h> inline void CPUID( int CPUInfo[ 4 ], int level ) { __cpuid( CPUInfo, level ); } #else #include <cpuid.h> inline void CPUID( int CPUInfo[ 4 ], int level ) { unsigned *p( ( unsigned * ) CPUInfo ); __get_cpuid( ( unsigned & ) level, p + 0, p + 1, p + 2, p + 3 ); } #endif inline CPUINFO GetCPUInfo_() { CPUINFO info; // set all values to 0 (false) memset( &info, 0, sizeof( CPUINFO ) ); int CPUInfo[ 4 ]; // CPUID with an InfoType argument of 0 returns the number of // valid Ids in CPUInfo[0] and the CPU identification string in // the other three array elements. The CPU identification string is // not in linear order. The code below arranges the information // in a human readable form. CPUID( CPUInfo, 0 ); *( ( int * ) info.vendor ) = CPUInfo[ 1 ]; *( ( int * ) ( info.vendor + 4 ) ) = CPUInfo[ 3 ]; *( ( int * ) ( info.vendor + 8 ) ) = CPUInfo[ 2 ]; // Interpret CPU feature information. CPUID( CPUInfo, 1 ); info.bMMX = ( CPUInfo[ 3 ] & 0x800000 ) != 0; // test bit 23 for MMX info.bSSE = ( CPUInfo[ 3 ] & 0x2000000 ) != 0; // test bit 25 for SSE info.bSSE2 = ( CPUInfo[ 3 ] & 0x4000000 ) != 0; // test bit 26 for SSE2 info.bSSE3 = ( CPUInfo[ 2 ] & 0x1 ) != 0; // test bit 0 for SSE3 info.bSSE41 = ( CPUInfo[ 2 ] & 0x80000 ) != 0; // test bit 19 for SSE4.1 info.bSSE42 = ( CPUInfo[ 2 ] & 0x100000 ) != 0; // test bit 20 for SSE4.2 info.bAVX = ( CPUInfo[ 2 ] & 0x18000000 ) == 0x18000000; // test bits 28,27 for AVX info.bFMA = ( CPUInfo[ 2 ] & 0x18001000 ) == 0x18001000; // test bits 28,27,12 for FMA // EAX=0x80000000 => CPUID returns extended features CPUID( CPUInfo, 0x80000000 ); const unsigned nExIds = CPUInfo[ 0 ]; info.bEXT = ( nExIds >= 0x80000000 ); // must be greater than 0x80000004 to support CPU name if ( nExIds > 0x80000004 ) { size_t idx( 0 ); CPUID( CPUInfo, 0x80000002 ); // CPUID returns CPU name part1 while ( ( ( uint8_t * ) CPUInfo )[ idx ] == ' ' ) ++idx; memcpy( info.name, ( uint8_t * ) CPUInfo + idx, sizeof( CPUInfo ) - idx ); idx = sizeof( CPUInfo ) - idx; CPUID( CPUInfo, 0x80000003 ); // CPUID returns CPU name part2 memcpy( info.name + idx, CPUInfo, sizeof( CPUInfo ) ); idx += 16; CPUID( CPUInfo, 0x80000004 ); // CPUID returns CPU name part3 memcpy( info.name + idx, CPUInfo, sizeof( CPUInfo ) ); } if ( ( strncmp( info.vendor, "AuthenticAMD", 12 ) == 0 ) && info.bEXT ) { // AMD CPUID( CPUInfo, 0x80000001 ); // CPUID will copy ext. feat. bits to EDX and cpu type to EAX info.b3DNOWEX = ( CPUInfo[ 3 ] & 0x40000000 ) != 0; // indicates AMD extended 3DNow+! info.bMMXEX = ( CPUInfo[ 3 ] & 0x400000 ) != 0; // indicates AMD extended MMX } return info; } #if 1 inline String get_cpu_info() { const CPUINFO info( GetCPUInfo_() ); String cpu( info.name[ 0 ] == 0 ? info.vendor : info.name ); #if 0 if (info.bFMA) cpu += _T(" FMA"); else if (info.bAVX) cpu += _T(" AVX"); else if (info.bSSE42) cpu += _T(" SSE4.2"); else if (info.bSSE41) cpu += _T(" SSE4.1"); else if (info.bSSE3) cpu += _T(" SSE3"); else if (info.bSSE2) cpu += _T(" SSE2"); else if (info.bSSE) cpu += _T(" SSE"); if (info.b3DNOWEX) cpu += _T(" 3DNOWEX"); else if (info.b3DNOW) cpu += _T(" 3DNOW"); #endif return cpu; } #endif /*----------------------------------------------------------------*/ inline String get_RAM_info() { #if defined( _MSC_VER ) #ifdef _WIN64 MEMORYSTATUSEX memoryStatus; memset( &memoryStatus, sizeof( MEMORYSTATUSEX ), 0 ); memoryStatus.dwLength = sizeof( memoryStatus ); ::GlobalMemoryStatusEx( &memoryStatus ); const size_t nTotalPhys( ( size_t ) memoryStatus.ullTotalPhys ); const size_t nTotalVirtual( ( size_t ) memoryStatus.ullTotalVirtual ); #else MEMORYSTATUS memoryStatus; memset( &memoryStatus, sizeof( MEMORYSTATUS ), 0 ); memoryStatus.dwLength = sizeof( MEMORYSTATUS ); ::GlobalMemoryStatus( &memoryStatus ); const size_t nTotalPhys( ( size_t ) memoryStatus.dwTotalPhys ); const size_t nTotalVirtual( ( size_t ) memoryStatus.dwTotalVirtual ); #endif #elif defined( __APPLE__ ) int mib[ 2 ] = { CTL_HW, HW_MEMSIZE }; const unsigned namelen = sizeof( mib ) / sizeof( mib[ 0 ] ); size_t len = sizeof( size_t ); size_t nTotalPhys; sysctl( mib, namelen, &nTotalPhys, &len, NULL, 0 ); const size_t nTotalVirtual( nTotalPhys ); #else // __GNUC__ struct sysinfo info; sysinfo( &info ); const size_t nTotalPhys( ( size_t ) info.totalram ); const size_t nTotalVirtual( ( size_t ) info.totalswap ); #endif // _MSC_VER return formatBytes( nTotalPhys ) + " Physical Memory " + formatBytes( nTotalVirtual ) + " Virtual Memory"; } /*----------------------------------------------------------------*/ inline String get_OS_info() { #ifdef _MSC_VER String os; #ifdef _USE_WINSDKOS #ifndef _WIN32_WINNT_WIN10 #define _WIN32_WINNT_WIN10 0x0A00 if ( IsWindowsVersionOrGreater( HIBYTE( _WIN32_WINNT_WIN10 ), LOBYTE( _WIN32_WINNT_WIN10 ), 0 ) ) #else if ( IsWindows10OrGreater() ) #endif os = _T("Windows 10+"); else if ( IsWindows8Point1OrGreater() ) os = _T("Windows 8.1"); else if ( IsWindows8OrGreater() ) os = _T("Windows 8"); else if ( IsWindows7SP1OrGreater() ) os = _T("Windows 7 (SP1)"); else if ( IsWindows7OrGreater() ) os = _T("Windows 7"); else if ( IsWindowsVistaSP2OrGreater() ) os = _T("Windows Vista (SP2)"); else if ( IsWindowsVistaSP1OrGreater() ) os = _T("Windows Vista (SP1)"); else if ( IsWindowsVistaOrGreater() ) os = _T("Windows Vista"); else if ( IsWindowsXPSP3OrGreater() ) os = _T("Windows XP (SP3)"); else if ( IsWindowsXPSP2OrGreater() ) os = _T("Windows XP (SP2)"); else if ( IsWindowsXPSP1OrGreater() ) os = _T("Windows XP (SP1)"); else if ( IsWindowsXPOrGreater() ) os = _T("Windows XP"); else os = _T("Windows (unknown version)"); #else OSVERSIONINFOEX ver; memset( &ver, 0, sizeof( OSVERSIONINFOEX ) ); ver.dwOSVersionInfoSize = sizeof( OSVERSIONINFOEX ); if ( !GetVersionEx( ( OSVERSIONINFO * ) &ver ) ) { ver.dwOSVersionInfoSize = sizeof( OSVERSIONINFO ); if ( !GetVersionEx( ( OSVERSIONINFO * ) &ver ) ) { return "Windows (unknown version)"; } } if ( ver.dwPlatformId != VER_PLATFORM_WIN32_NT ) { os = "Win9x/ME"; } else { switch ( ver.dwMajorVersion ) { case 4: os = "WinNT4"; break; case 5: switch ( ver.dwMinorVersion ) { case 0: os = "Win2000"; break; case 1: os = "WinXP"; break; case 2: os = "Win2003"; break; default: os = "Unknown WinNT5"; } break; case 6: switch ( ver.dwMinorVersion ) { case 0: os = ( ver.wProductType == VER_NT_WORKSTATION ? "WinVista" : "Win2008" ); break; case 1: os = ( ver.wProductType == VER_NT_WORKSTATION ? "Win7" : "Win2008R2" ); break; case 2: os = ( ver.wProductType == VER_NT_WORKSTATION ? "Win8" : "Win2012" ); break; case 3: os = ( ver.wProductType == VER_NT_WORKSTATION ? "Win8.1" : "Win2012R2" ); break; case 4: os = "Win10"; break; default: os = "Unknown WinNT6"; } break; default: os = "Windows (version unknown)"; } if ( ver.wProductType & VER_NT_WORKSTATION ) os += " Pro"; else if ( ver.wProductType & VER_NT_SERVER ) os += " Server"; else if ( ver.wProductType & VER_NT_DOMAIN_CONTROLLER ) os += " DC"; } if ( ver.wServicePackMajor != 0 ) { os += " (SP"; os += String::ToString( ver.wServicePackMajor ); if ( ver.wServicePackMinor != 0 ) { os += '.'; os += String::ToString( ver.wServicePackMinor ); } os += ")"; } #endif #ifdef _WIN64 os += " x64"; #else typedef BOOL( WINAPI * LPFN_ISWOW64PROCESS )( HANDLE, PBOOL ); const LPFN_ISWOW64PROCESS fnIsWow64Process = ( LPFN_ISWOW64PROCESS ) GetProcAddress( GetModuleHandle( "kernel32" ), "IsWow64Process" ); BOOL bIsWow64 = FALSE; if ( fnIsWow64Process && fnIsWow64Process( GetCurrentProcess(), &bIsWow64 ) && bIsWow64 ) os += " x64"; #endif return os; #else // _MSC_VER utsname n; if ( uname( &n ) != 0 ) return "linux (unknown version)"; return String( n.sysname ) + " " + String( n.release ) + " (" + String( n.machine ) + ")"; #endif // _MSC_VER } /*----------------------------------------------------------------*/ }; #endif inline String get_current_folder() { char pathname[ MAX_PATH + 1 ]; #ifdef _MSC_VER if ( !GetCurrentDirectory( MAX_PATH, pathname ) ) #else // _MSC_VER if ( !getcwd( pathname, MAX_PATH ) ) #endif // _MSC_VER return String(); String dir( String( pathname ) + PATH_SEPARATOR ); return ensureUnifySlash( dir ); } #ifdef _MSC_VER #include <intrin.h> inline void CPUID( int CPUInfo[ 4 ], int level ) { __cpuid( CPUInfo, level ); } #else #include <cpuid.h> inline void CPUID( int CPUInfo[ 4 ], int level ) { unsigned *p( ( unsigned * ) CPUInfo ); __get_cpuid( ( unsigned & ) level, p + 0, p + 1, p + 2, p + 3 ); } #endif inline CPUINFO GetCPUInfo_() { CPUINFO info; // set all values to 0 (false) memset( &info, 0, sizeof( CPUINFO ) ); int CPUInfo[ 4 ]; // CPUID with an InfoType argument of 0 returns the number of // valid Ids in CPUInfo[0] and the CPU identification string in // the other three array elements. The CPU identification string is // not in linear order. The code below arranges the information // in a human readable form. CPUID( CPUInfo, 0 ); *( ( int * ) info.vendor ) = CPUInfo[ 1 ]; *( ( int * ) ( info.vendor + 4 ) ) = CPUInfo[ 3 ]; *( ( int * ) ( info.vendor + 8 ) ) = CPUInfo[ 2 ]; // Interpret CPU feature information. CPUID( CPUInfo, 1 ); info.bMMX = ( CPUInfo[ 3 ] & 0x800000 ) != 0; // test bit 23 for MMX info.bSSE = ( CPUInfo[ 3 ] & 0x2000000 ) != 0; // test bit 25 for SSE info.bSSE2 = ( CPUInfo[ 3 ] & 0x4000000 ) != 0; // test bit 26 for SSE2 info.bSSE3 = ( CPUInfo[ 2 ] & 0x1 ) != 0; // test bit 0 for SSE3 info.bSSE41 = ( CPUInfo[ 2 ] & 0x80000 ) != 0; // test bit 19 for SSE4.1 info.bSSE42 = ( CPUInfo[ 2 ] & 0x100000 ) != 0; // test bit 20 for SSE4.2 info.bAVX = ( CPUInfo[ 2 ] & 0x18000000 ) == 0x18000000; // test bits 28,27 for AVX info.bFMA = ( CPUInfo[ 2 ] & 0x18001000 ) == 0x18001000; // test bits 28,27,12 for FMA // EAX=0x80000000 => CPUID returns extended features CPUID( CPUInfo, 0x80000000 ); const unsigned nExIds = CPUInfo[ 0 ]; info.bEXT = ( nExIds >= 0x80000000 ); // must be greater than 0x80000004 to support CPU name if ( nExIds > 0x80000004 ) { size_t idx( 0 ); CPUID( CPUInfo, 0x80000002 ); // CPUID returns CPU name part1 while ( ( ( uint8_t * ) CPUInfo )[ idx ] == ' ' ) ++idx; memcpy( info.name, ( uint8_t * ) CPUInfo + idx, sizeof( CPUInfo ) - idx ); idx = sizeof( CPUInfo ) - idx; CPUID( CPUInfo, 0x80000003 ); // CPUID returns CPU name part2 memcpy( info.name + idx, CPUInfo, sizeof( CPUInfo ) ); idx += 16; CPUID( CPUInfo, 0x80000004 ); // CPUID returns CPU name part3 memcpy( info.name + idx, CPUInfo, sizeof( CPUInfo ) ); } if ( ( strncmp( info.vendor, "AuthenticAMD", 12 ) == 0 ) && info.bEXT ) { // AMD CPUID( CPUInfo, 0x80000001 ); // CPUID will copy ext. feat. bits to EDX and cpu type to EAX info.b3DNOWEX = ( CPUInfo[ 3 ] & 0x40000000 ) != 0; // indicates AMD extended 3DNow+! info.bMMXEX = ( CPUInfo[ 3 ] & 0x400000 ) != 0; // indicates AMD extended MMX } return info; } #if 1 inline String get_cpu_info() { const CPUINFO info( GetCPUInfo_() ); String cpu( info.name[ 0 ] == 0 ? info.vendor : info.name ); #if 0 if (info.bFMA) cpu += _T(" FMA"); else if (info.bAVX) cpu += _T(" AVX"); else if (info.bSSE42) cpu += _T(" SSE4.2"); else if (info.bSSE41) cpu += _T(" SSE4.1"); else if (info.bSSE3) cpu += _T(" SSE3"); else if (info.bSSE2) cpu += _T(" SSE2"); else if (info.bSSE) cpu += _T(" SSE"); if (info.b3DNOWEX) cpu += _T(" 3DNOWEX"); else if (info.b3DNOW) cpu += _T(" 3DNOW"); #endif return cpu; } #endif /*----------------------------------------------------------------*/ inline String get_RAM_info() { #if defined( _MSC_VER ) #ifdef _WIN64 MEMORYSTATUSEX memoryStatus; memset( &memoryStatus, sizeof( MEMORYSTATUSEX ), 0 ); memoryStatus.dwLength = sizeof( memoryStatus ); ::GlobalMemoryStatusEx( &memoryStatus ); const size_t nTotalPhys( ( size_t ) memoryStatus.ullTotalPhys ); const size_t nTotalVirtual( ( size_t ) memoryStatus.ullTotalVirtual ); #else MEMORYSTATUS memoryStatus; memset( &memoryStatus, sizeof( MEMORYSTATUS ), 0 ); memoryStatus.dwLength = sizeof( MEMORYSTATUS ); ::GlobalMemoryStatus( &memoryStatus ); const size_t nTotalPhys( ( size_t ) memoryStatus.dwTotalPhys ); const size_t nTotalVirtual( ( size_t ) memoryStatus.dwTotalVirtual ); #endif #elif defined( __APPLE__ ) int mib[ 2 ] = { CTL_HW, HW_MEMSIZE }; const unsigned namelen = sizeof( mib ) / sizeof( mib[ 0 ] ); size_t len = sizeof( size_t ); size_t nTotalPhys; sysctl( mib, namelen, &nTotalPhys, &len, NULL, 0 ); const size_t nTotalVirtual( nTotalPhys ); #else // __GNUC__ struct sysinfo info; sysinfo( &info ); const size_t nTotalPhys( ( size_t ) info.totalram ); const size_t nTotalVirtual( ( size_t ) info.totalswap ); #endif // _MSC_VER return formatBytes( nTotalPhys ) + " Physical Memory " + formatBytes( nTotalVirtual ) + " Virtual Memory"; } inline double get_total_phy_RAM_size_in_MB() { struct sysinfo info; sysinfo( &info ); return ( ( double ) ( ( size_t ) info.totalram ) / 1024.0 / 1024.0 ); } inline double get_total_RAM_size_in_MB() { struct sysinfo info; sysinfo( &info ); return ( ( double ) ( ( size_t ) info.totalram + info.totalswap ) / 1024.0 / 1024.0 ); } inline double get_total_phy_RAM_size_in_GB() { return ( ( double ) get_total_phy_RAM_size_in_MB() / 1024.0 ); } inline double get_total_RAM_size_in_GB() { return ( ( double ) get_total_RAM_size_in_MB() / 1024.0 ); } inline String get_OS_info() { #ifdef _MSC_VER String os; #ifdef _USE_WINSDKOS #ifndef _WIN32_WINNT_WIN10 #define _WIN32_WINNT_WIN10 0x0A00 if ( IsWindowsVersionOrGreater( HIBYTE( _WIN32_WINNT_WIN10 ), LOBYTE( _WIN32_WINNT_WIN10 ), 0 ) ) #else if ( IsWindows10OrGreater() ) #endif os = _T("Windows 10+"); else if ( IsWindows8Point1OrGreater() ) os = _T("Windows 8.1"); else if ( IsWindows8OrGreater() ) os = _T("Windows 8"); else if ( IsWindows7SP1OrGreater() ) os = _T("Windows 7 (SP1)"); else if ( IsWindows7OrGreater() ) os = _T("Windows 7"); else if ( IsWindowsVistaSP2OrGreater() ) os = _T("Windows Vista (SP2)"); else if ( IsWindowsVistaSP1OrGreater() ) os = _T("Windows Vista (SP1)"); else if ( IsWindowsVistaOrGreater() ) os = _T("Windows Vista"); else if ( IsWindowsXPSP3OrGreater() ) os = _T("Windows XP (SP3)"); else if ( IsWindowsXPSP2OrGreater() ) os = _T("Windows XP (SP2)"); else if ( IsWindowsXPSP1OrGreater() ) os = _T("Windows XP (SP1)"); else if ( IsWindowsXPOrGreater() ) os = _T("Windows XP"); else os = _T("Windows (unknown version)"); #else OSVERSIONINFOEX ver; memset( &ver, 0, sizeof( OSVERSIONINFOEX ) ); ver.dwOSVersionInfoSize = sizeof( OSVERSIONINFOEX ); if ( !GetVersionEx( ( OSVERSIONINFO * ) &ver ) ) { ver.dwOSVersionInfoSize = sizeof( OSVERSIONINFO ); if ( !GetVersionEx( ( OSVERSIONINFO * ) &ver ) ) { return "Windows (unknown version)"; } } if ( ver.dwPlatformId != VER_PLATFORM_WIN32_NT ) { os = "Win9x/ME"; } else { switch ( ver.dwMajorVersion ) { case 4: os = "WinNT4"; break; case 5: switch ( ver.dwMinorVersion ) { case 0: os = "Win2000"; break; case 1: os = "WinXP"; break; case 2: os = "Win2003"; break; default: os = "Unknown WinNT5"; } break; case 6: switch ( ver.dwMinorVersion ) { case 0: os = ( ver.wProductType == VER_NT_WORKSTATION ? "WinVista" : "Win2008" ); break; case 1: os = ( ver.wProductType == VER_NT_WORKSTATION ? "Win7" : "Win2008R2" ); break; case 2: os = ( ver.wProductType == VER_NT_WORKSTATION ? "Win8" : "Win2012" ); break; case 3: os = ( ver.wProductType == VER_NT_WORKSTATION ? "Win8.1" : "Win2012R2" ); break; case 4: os = "Win10"; break; default: os = "Unknown WinNT6"; } break; default: os = "Windows (version unknown)"; } if ( ver.wProductType & VER_NT_WORKSTATION ) os += " Pro"; else if ( ver.wProductType & VER_NT_SERVER ) os += " Server"; else if ( ver.wProductType & VER_NT_DOMAIN_CONTROLLER ) os += " DC"; } if ( ver.wServicePackMajor != 0 ) { os += " (SP"; os += String::ToString( ver.wServicePackMajor ); if ( ver.wServicePackMinor != 0 ) { os += '.'; os += String::ToString( ver.wServicePackMinor ); } os += ")"; } #endif #ifdef _WIN64 os += " x64"; #else typedef BOOL( WINAPI * LPFN_ISWOW64PROCESS )( HANDLE, PBOOL ); const LPFN_ISWOW64PROCESS fnIsWow64Process = ( LPFN_ISWOW64PROCESS ) GetProcAddress( GetModuleHandle( "kernel32" ), "IsWow64Process" ); BOOL bIsWow64 = FALSE; if ( fnIsWow64Process && fnIsWow64Process( GetCurrentProcess(), &bIsWow64 ) && bIsWow64 ) os += " x64"; #endif return os; #else // _MSC_VER utsname n; if ( uname( &n ) != 0 ) return "linux (unknown version)"; return String( n.sysname ) + " " + String( n.release ) + " (" + String( n.machine ) + ")"; #endif // _MSC_VER } /*----------------------------------------------------------------*/ }; #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_timer.hpp
.hpp
8,183
258
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // Tools for recording the time consumption conveniently. // Developer: Jiarong Lin <ziv.lin.ljr@gmail.com> #ifndef __TIME_TICKER_HPP__ #define __TIME_TICKER_HPP__ #define TOOLS_TIMER_VERSION "V2.0" #define TOOLS_TIMER_VERSION_INFO "Add timer logger" #include <chrono> #include <iostream> #include <map> #include <vector> #include <string> #include <sstream> #include <stdlib.h> #include <thread> #include <time.h> namespace Common_tools // Commond tools { static std::chrono::time_point< std::chrono::system_clock > timer_now() { return std::chrono::system_clock::now(); } static std::chrono::time_point< std::chrono::system_clock > g_commont_tools_timer_first_tic = std::chrono::system_clock::now(); static inline double timer_tic_ms() { std::chrono::duration<double> time_diff(timer_now() - g_commont_tools_timer_first_tic); return time_diff.count()*1000.0; } static inline double timer_tic() { std::chrono::duration<double> time_diff(timer_now() - g_commont_tools_timer_first_tic); return time_diff.count(); } static inline std::string get_current_date_str() { const time_t t = time( NULL ); const struct tm *tmp = localtime( &t ); char szDate[ 256 ]; strftime( szDate, 80, "%Y/%m/%d", tmp ); return std::string( szDate ); } static inline std::string get_current_time_str( ) { const time_t t = time( NULL ); const struct tm *tmp = localtime( &t ); char szTime[ 256 ]; strftime( szTime, 80, "%H:%M:%S", tmp ); return std::string (szTime) ; } static inline std::string get_current_date_time_str( ) { const time_t t = time( NULL ); const struct tm *tmp = localtime( &t ); char szTime[ 256 ]; char szDate[ 256 ]; strftime( szTime, 80, "%H:%M:%S", tmp ); strftime( szDate, 80, "%Y/%m/%d", tmp ); return (std::string (szDate) + " " + std::string(szTime)) ; } class Timer { public: typedef std::map< std::string, std::chrono::time_point< std::chrono::system_clock > > Map_string_timepoint; typedef std::map< std::string, std::chrono::time_point< std::chrono::system_clock > >::iterator Map_string_timepoint_it; // typedef std::map<std::string, double> Map_string_timepoint; private: Map_string_timepoint m_map_str_timepoint; char m_temp_char[4096]; int m_if_with_threadid = 1; public: Map_string_timepoint_it find_timepoint( const std::string &str ) { Map_string_timepoint_it it = m_map_str_timepoint.find( str ); if ( it == m_map_str_timepoint.end() ) { m_map_str_timepoint.insert( std::make_pair( str, timer_now() ) ); return m_map_str_timepoint.find( str ); } else { return it; } } Timer() { ( find_timepoint( std::string( " " ) ) )->second = timer_now(); tic(); } std::string get_thread_id_str() { if(m_if_with_threadid) { std::stringstream ss; ss << std::this_thread::get_id(); //cout << "Id =" << std::this_thread::get_id() << endl; return ss.str(); } else { return std::to_string(0); } } uint64_t get_thread_id() { return std::stoull(get_thread_id_str()); } void tic( std::string str = std::string( " " ) ) { find_timepoint( str.append( get_thread_id_str() ) )->second = timer_now(); } double toc( std::string str = std::string( " " ), int if_retick = 1 ) { Map_string_timepoint_it it = find_timepoint( str.append( get_thread_id_str() ) ) ; std::chrono::duration<double> time_diff = timer_now() - it->second; if ( if_retick ) { it->second = timer_now(); } return time_diff.count() * 1000; ; } std::string toc_string( std::string str = std::string( " " ), int if_retick = 1 ) { sprintf( m_temp_char, "[Timer](%s): %s cost time = %.2f ms ", get_thread_id_str().c_str(), str.c_str(), toc( str, if_retick ) ); return std::string( m_temp_char ); } }; struct Cost_time_logger { std::map<std::string, float> m_map_item_cost_time; std::map<std::string, std::vector< float > > m_map_item_statics; FILE * m_fp = nullptr; std::string SPLIT_NOTATION = std::string(":"); Cost_time_logger(){}; Cost_time_logger(std::string file_name) { init_log(file_name); }; void init_log(std::string file_name) { m_fp = fopen(file_name.c_str(), "w+"); } void record(const std::string &item,const float & cost_time) { m_map_item_cost_time[item] = cost_time; m_map_item_statics[item].emplace_back(cost_time); } void record( Common_tools::Timer & timer, const std::string &item) { record( item, timer.toc(item, 0)); } void flush() { if (m_fp != nullptr) { for (std::map<std::string, float>::iterator it = m_map_item_cost_time.begin(); it != m_map_item_cost_time.end(); it++) { fprintf(m_fp, "%s%s%.3f ", it->first.c_str(), SPLIT_NOTATION.c_str(), it->second); } fprintf(m_fp, "\r\n"); fflush(m_fp); } }; void flush_d() { if (m_fp != nullptr) { for (std::map<std::string, float>::iterator it = m_map_item_cost_time.begin(); it != m_map_item_cost_time.end(); it++) { fprintf(m_fp, "%s%s%d ", it->first.c_str(), SPLIT_NOTATION.c_str(), (int)it->second); } fprintf(m_fp, "\r\n"); fflush(m_fp); } }; }; } // namespace Common_tools #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_thread_pool.hpp
.hpp
11,034
313
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // Tools for maintaining a multiple thread pool for parallel operations. // Developer: Jiarong Lin <ziv.lin.ljr@gmail.com> // Reference: // [1] https://github.com/progschj/ThreadPool #ifndef __THREAD_POOL_HPP__ #define __THREAD_POOL_HPP__ #include <vector> #include <queue> #include <memory> #include <thread> #include <mutex> #include <condition_variable> #include <future> #include <functional> #include <stdexcept> #include <sstream> #include <atomic> #include <mutex> #include <unistd.h> #include <sched.h> //cpu_set_t , CPU_SET #include <sys/resource.h> #include <pthread.h> //pthread_t // #include "tools_logger.hpp" using std::cout; using std::endl; namespace Common_tools { class Process { public: enum Priority { IDLE = -3, LOW = -2, BELOWNORMAL = -1, NORMAL = 0, ABOVENORMAL = 1, HIGH = 2, REALTIME = 3 }; #ifdef _MSC_VER typedef HANDLE process_t; static inline process_t getCurrentProcessID() { return ::GetCurrentProcess(); } static inline void setProcessPriority(process_t id, Priority p) { ::SetPriorityClass(id, convertPriority(p)); } static inline Priority getProcessPriority(process_t id) { return convertPriority((PriorityOS)::GetPriorityClass(id)); } #else //_MSC_VER typedef id_t process_t; static inline process_t getCurrentProcessID() { return ::getpid(); } static inline void setProcessPriority(process_t id, Priority p) { ::setpriority(PRIO_PROCESS, id, convertPriority(p)); } static inline Priority getProcessPriority(process_t id) { return convertPriority((PriorityOS)::getpriority(PRIO_PROCESS, id)); } #endif //_MSC_VER static inline void setCurrentProcessPriority(Priority p) { setProcessPriority(getCurrentProcessID(), p); } static inline Priority getCurrentProcessPriority() { return getProcessPriority(getCurrentProcessID()); } protected: #ifdef _MSC_VER enum PriorityOS { OS_IDLE = IDLE_PRIORITY_CLASS, OS_LOW = PROCESS_MODE_BACKGROUND_BEGIN, OS_BELOWNORMAL = BELOW_NORMAL_PRIORITY_CLASS, OS_NORMAL = NORMAL_PRIORITY_CLASS, OS_ABOVENORMAL = ABOVE_NORMAL_PRIORITY_CLASS, OS_HIGH = HIGH_PRIORITY_CLASS, OS_REALTIME = REALTIME_PRIORITY_CLASS }; #else //_MSC_VER enum PriorityOS { OS_IDLE = 19, OS_LOW = 15, OS_BELOWNORMAL = 10, OS_NORMAL = 0, OS_ABOVENORMAL = -10, OS_HIGH = -15, OS_REALTIME = -20 }; #endif //_MSC_VER static inline PriorityOS convertPriority(Priority p) { switch (p) { case IDLE: return OS_IDLE; case LOW: return OS_LOW; case BELOWNORMAL: return OS_BELOWNORMAL; case NORMAL: return OS_NORMAL; case ABOVENORMAL: return OS_ABOVENORMAL; case HIGH: return OS_HIGH; case REALTIME: return OS_REALTIME; } return OS_NORMAL; } static inline Priority convertPriority(PriorityOS p) { switch (p) { case OS_IDLE: return IDLE; case OS_LOW: return LOW; case OS_BELOWNORMAL: return BELOWNORMAL; case OS_NORMAL: return NORMAL; case OS_ABOVENORMAL: return ABOVENORMAL; case OS_HIGH: return HIGH; case OS_REALTIME: return REALTIME; } return NORMAL; } }; /*----------------------------------------------------------------*/ static uint64_t get_thread_id() { //https://stackoverflow.com/questions/7432100/how-to-get-integer-thread-id-in-c11 static_assert(sizeof(std::thread::id) == sizeof(uint64_t), "this function only works if size of thead::id is equal to the size of uint_64"); auto id = std::this_thread::get_id(); uint64_t *ptr = (uint64_t *)&id; return (*ptr); } static void set_thread_as_highest_priority() { pthread_t thId = pthread_self(); pthread_attr_t thAttr; int policy = 0; int max_prio_for_policy = 0; pthread_attr_init( &thAttr ); pthread_attr_getschedpolicy( &thAttr, &policy ); max_prio_for_policy = sched_get_priority_max( policy ); pthread_setschedprio( thId, max_prio_for_policy ); pthread_attr_destroy( &thAttr ); } class ThreadPool { public: ThreadPool(size_t threads = 0, bool if_set_cpu_affinity = true, bool if_set_highest_priority = true); template <class F, class... Args> auto commit_task(F &&f, Args &&...args) -> std::future<typename std::result_of<F(Args...)>::type>; ~ThreadPool(); std::atomic<int> thread_on_cpu_count; private: // need to keep track of threads so we can join them std::vector<std::thread> workers; // the task queue std::queue<std::function<void()>> tasks; // synchronization std::mutex queue_mutex; std::condition_variable condition; bool stop; }; // the constructor just launches some amount of workers inline ThreadPool::ThreadPool(size_t threads, bool if_set_cpu_affinity, bool if_set_highest_priority) : stop(false) { thread_on_cpu_count = 0; int number_of_cpus = std::thread::hardware_concurrency(); if(threads <= 0) { threads = number_of_cpus; } // cout << "Number of processors: " << number_of_cpus << endl; if(threads <= 0 ) { // threads = number_of_cpus; threads = 10; } for (size_t i = 0; i < threads; ++i) { workers.emplace_back( [this, number_of_cpus, if_set_highest_priority] { cpu_set_t cpuset; //the CPU we want to use int cpu_id = (thread_on_cpu_count++) % number_of_cpus; CPU_ZERO(&cpuset); //clears the cpuset CPU_SET(cpu_id, &cpuset); //set CPU if (sched_setaffinity(0, sizeof(cpuset), &cpuset) == -1) { printf("Warning!!!,Thread_id [%ld] set CPU-%d affinity Fail!!!\r\n", get_thread_id(), cpu_id); } else { // printf("Thread_id [%ld] set CPU-%d affinity success.\r\n", get_thread_id(), cpu_id); } if (if_set_highest_priority) { Common_tools::Process::setCurrentProcessPriority(Common_tools::Process::Priority::REALTIME); set_thread_as_highest_priority(); } while(1) { std::function<void()> task; { std::unique_lock<std::mutex> lock(this->queue_mutex); this->condition.wait(lock, [this] { return this->stop || !this->tasks.empty(); }); if (this->stop && this->tasks.empty()) return; task = std::move(this->tasks.front()); this->tasks.pop(); } task(); std::this_thread::yield(); } }); } } // add new work item to the pool template <class F, class... Args> auto ThreadPool::commit_task(F && f, Args && ...args)->std::future<typename std::result_of<F(Args...)>::type> { using return_type = typename std::result_of<F(Args...)>::type; auto task = std::make_shared<std::packaged_task<return_type()>>( std::bind(std::forward<F>(f), std::forward<Args>(args)...)); std::future<return_type> res = task->get_future(); { std::unique_lock<std::mutex> lock(queue_mutex); // don't allow enqueueing after stopping the pool if (stop) throw std::runtime_error("enqueue on stopped ThreadPool"); tasks.emplace([task]() { (*task)(); }); } // condition.notify_one(); condition.notify_all(); return res; } // the destructor joins all threads inline ThreadPool::~ThreadPool() { { std::unique_lock<std::mutex> lock(queue_mutex); stop = true; } condition.notify_all(); for (std::thread &worker : workers) { worker.join(); } } } #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_eigen.hpp
.hpp
12,662
278
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // This tools aim at provideing a serious of convinient tools which enable user can code with Eigen library. // The features of this tools mainly can be summarized as follow: // 1. The alias (typedef, using) of the Eigen' data structs (or classes). // 2. Operator-based tools for Eigen' data structs, include "A<<B", "A>>B", "A*B", "A*=B", and etc. // Anthor: Jiarong Lin // E-Mail: ziv.lin.ljr@gmail.com #ifndef __TOOLS_EIGEN_HPP__ #define __TOOLS_EIGEN_HPP__ #include <Eigen/Eigen> #include "tools_color_printf.hpp" // For the consideration of avoiding alignment error while running, we prefer using datatype of Eigen with no alignment. // In addition, for higher realtime performance (don't expect too much), you can modify the option with alignment, but you might carefully be aware of the crash of the program. #define EIGEN_DATA_TYPE_DEFAULT_OPTION Eigen::DontAlign // #define EIGEN_DATA_TYPE_DEFAULT_OPTION Eigen::AutoAlign template < int M, int N, int option = (EIGEN_DATA_TYPE_DEFAULT_OPTION|Eigen::RowMajor) > using eigen_mat_d = Eigen::Matrix< double, M, N, option >; template < int M, int N, int option = (EIGEN_DATA_TYPE_DEFAULT_OPTION|Eigen::RowMajor) > using eigen_mat_d = Eigen::Matrix< double, M, N, option >; template < int M, int N, int option = (EIGEN_DATA_TYPE_DEFAULT_OPTION|Eigen::RowMajor) > using eigen_mat_f = Eigen::Matrix< float, M, N, option >; template < typename T, int M, int N, int option = (EIGEN_DATA_TYPE_DEFAULT_OPTION|Eigen::RowMajor) > using eigen_mat_t = Eigen::Matrix< T, M, N, option >; template < int M, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > using eigen_vec_d = Eigen::Matrix< double, M, 1, option >; template < int M, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > using eigen_vec_f = Eigen::Matrix< float, M, 1, option >; template < typename T, int M, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > using eigen_vec_t = Eigen::Matrix< T, M, 1, option >; template < typename T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > using eigen_q_t = Eigen::Quaternion< T, option >; template < typename T > using eigen_angleaxis_t = Eigen::AngleAxis< T >; template < typename T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > using eigen_pose_t = Eigen::Transform< T, 3, Eigen::Isometry, option >; template < int M, int N > using eigen_mat = eigen_mat_d< M, N >; template < int M > using eigen_vec = eigen_vec_d< M >; template < int M, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > using eigen_vec_uc = Eigen::Matrix< unsigned char, M, 1, option >; typedef eigen_vec< 2 > vec_2; typedef eigen_vec_f< 2 > vec_2f; typedef eigen_vec< 3 > vec_3; typedef eigen_vec_f< 3 > vec_3f; typedef eigen_vec< 4 > vec_4; typedef eigen_vec_f< 4 > vec_4f; typedef eigen_vec< 6 > vec_6; typedef eigen_vec< 7 > vec_7; typedef eigen_vec< 12 > vec_12; typedef eigen_mat< 3, 3 > mat_3_3; typedef eigen_mat< 4, 4 > mat_4_4; typedef eigen_mat< 6, 6 > mat_6_6; typedef eigen_mat< 12, 12 > mat_12; typedef eigen_mat< 6, 12 > mat_6_12; typedef eigen_mat< 12, 6 > mat_12_6; typedef eigen_angleaxis_t< double > eigen_angleaxis; typedef Eigen::Quaternion< double, EIGEN_DATA_TYPE_DEFAULT_OPTION > eigen_q; typedef Eigen::Transform< double, 3, Eigen::Isometry, EIGEN_DATA_TYPE_DEFAULT_OPTION > eigen_pose; typedef std::vector< eigen_q > eigen_q_vec; // namespace Common_tools // { template < typename T > inline T angle_refine( const T &rad ) { // Refine angle to [-pi, pi] T rad_afr_refined = ( rad - ( floor( rad / T( 2 * M_PI ) ) * T( 2 * M_PI ) ) ); if ( rad_afr_refined > T( M_PI ) ) { rad_afr_refined -= T( 2 * M_PI ); } return rad_afr_refined; } /***** Some operator based tools for Eigen::Vector<T> Example: a. Eigen::Vector<T> from array: Eigen::Vector<T> << data_rhs b. Eigen::Vector<T> to array: Eigen::Vector<T> >> data_rhs *****/ template < typename T, int M, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const void operator<<( eigen_vec_t< T, M, option > &eigen_vec_lhs, const T *data_rhs ) { for ( size_t i = 0; i < M; i++ ) { eigen_vec_lhs( i ) = data_rhs[ i ]; } } template < typename T, int M, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const void operator>>( const eigen_vec_t< T, M, option > &eigen_vec_lhs, T *data_rhs ) { for ( size_t i = 0; i < M; i++ ) { data_rhs[ i ] = eigen_vec_lhs( i ); } } template < typename T, int M, typename TT = T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const void operator<<( eigen_vec_t< T, M, option > &eigen_vec_lhs, const std::pair< std::vector< TT > *, int > &std_vector_start ) { // Loading data from a std::vector, from the starting point // Example: eigen_vec_lhs << std::make_pair(&std::vector, starting_point) for ( size_t i = 0; i < M; i++ ) { eigen_vec_lhs( i ) = T( ( *std_vector_start.first )[ std_vector_start.second + i ] ); } } template < typename T, int M, typename TT = T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const void operator<<( const eigen_vec_t< T, M, option > &eigen_vec_lhs, std::pair< std::vector< TT > *, int > &std_vector_start ) { for ( size_t i = 0; i < M; i++ ) { ( *std_vector_start.first )[ std_vector_start.second + i ] = TT( eigen_vec_lhs( i ) ); } } /***** Some operator based tools for Eigen::Quaternion, before using these tools, make sure you are using the uniform quaternion, otherwise some of the unwanted results will be happend. Example: a. Quaternion from array: Eigen::Quaternion << data_rhs b. Quaternion to array: Eigen::Quaternion >> data_rhs c. Rotation angle multiply(*=) a scalar: Eigen::Quaternion *= scalar d. Rotation angle multiply(*=) a scalar: Eigen::Quaternion * scalar *****/ template < typename T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const void operator<<( eigen_q_t< T, option > &eigen_q_lhs, const T *data_rhs ) { eigen_q_lhs.w() = data_rhs[ 0 ]; eigen_q_lhs.x() = data_rhs[ 1 ]; eigen_q_lhs.y() = data_rhs[ 2 ]; eigen_q_lhs.z() = data_rhs[ 3 ]; } template < typename T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const void operator>>( const eigen_q_t< T, option > &eigen_q_lhs, T *data_rhs ) { data_rhs[ 0 ] = eigen_q_lhs.w(); data_rhs[ 1 ] = eigen_q_lhs.x(); data_rhs[ 2 ] = eigen_q_lhs.y(); data_rhs[ 3 ] = eigen_q_lhs.z(); } template < typename T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const eigen_q_t< T, option > &operator*=( eigen_q_t< T, option > &eigen_q_lhs, const T &s ) { Eigen::AngleAxis< T > angle_axis( eigen_q_lhs ); angle_axis *= s; eigen_q_lhs = eigen_q_t< T, option >( angle_axis ); return eigen_q_lhs; } template < typename T, int option = EIGEN_DATA_TYPE_DEFAULT_OPTION > inline const eigen_q_t< T, option > &operator*( const eigen_q_t< T, option > &eigen_q_lhs, const T &s ) { Eigen::AngleAxis< T > angle_axis( eigen_q_lhs ); angle_axis *= s; return eigen_q_t< T, option >( angle_axis ); } /***** Conversion between eigen angle_axis and data array Example: a. AngleAxis from array: Eigen::AngleAxis << data_rhs b. AngleAxis to array: Eigen::AngleAxis >> data_rhs c. Rotation angle multiply(*=) a scalar: Eigen::AngleAxis *= scalar d. Rotation angle multiply(*=) a scalar: Eigen::AngleAxis * scalar *****/ template < typename T > inline const void operator<<( Eigen::AngleAxis< T > &eigen_axisangle_lhs, const T *data_rhs ) { T vec_norm = sqrt( data_rhs[ 0 ] * data_rhs[ 0 ] + data_rhs[ 1 ] * data_rhs[ 1 ] + data_rhs[ 2 ] * data_rhs[ 2 ] ); if ( vec_norm != T( 0.0 ) ) { eigen_axisangle_lhs.angle() = vec_norm; eigen_axisangle_lhs.axis() << data_rhs[ 0 ] / vec_norm, data_rhs[ 1 ] / vec_norm, data_rhs[ 2 ] / vec_norm; } else { eigen_axisangle_lhs.angle() = vec_norm; eigen_axisangle_lhs.axis() << vec_norm * data_rhs[ 0 ], vec_norm * data_rhs[ 1 ], vec_norm * data_rhs[ 2 ]; // For the consideration of derivation } } template < typename T > inline const void operator>>( const Eigen::AngleAxis< T > &eigen_axisangle_lhs, T *data_rhs ) { T vec_norm = eigen_axisangle_lhs.angle(); data_rhs[ 0 ] = eigen_axisangle_lhs.axis()( 0 ) * vec_norm; data_rhs[ 1 ] = eigen_axisangle_lhs.axis()( 1 ) * vec_norm; data_rhs[ 2 ] = eigen_axisangle_lhs.axis()( 2 ) * vec_norm; } template < typename T > inline const Eigen::AngleAxis< T > operator*=( Eigen::AngleAxis< T > &eigen_axisangle_lhs, const T &s ) { eigen_axisangle_lhs.angle() *= s; return eigen_axisangle_lhs; } template < typename T > inline const Eigen::AngleAxis< T > operator*( const Eigen::AngleAxis< T > &eigen_axisangle_lhs, const T &s ) { Eigen::AngleAxis< T > angle_axis( eigen_axisangle_lhs ); angle_axis.angle() *= s; return angle_axis; } // } // namespace Common_tools #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_mem_used.h
.h
8,836
204
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * Related url: https://stackoverflow.com/questions/669438/how-to-get-memory-usage-at-runtime-using-c * Developer: Jiarong Lin * Site: http://NadeauSoftware.com/ * License: Creative Commons Attribution 3.0 Unported License * http://creativecommons.org/licenses/by/3.0/deed.en_US */ #ifndef __TOOLS_MEM_USED_H__ #define __TOOLS_MEM_USED_H__ // const std::string _tools_mem_used_version = "V1.0"; // const std::string _tools_mem_used_version_infod = "[Init]: forker raw version from // https://stackoverflow.com/questions/669438/how-to-get-memory-usage-at-runtime-using-c"; // const std::string _tools_mem_used_version = "V1.1"; // const std::string _tools_mem_used_version_infod = "[Enh]: Make functions inline"; const std::string _tools_mem_used_version = "V1.2"; const std::string _tools_mem_used_version_infod = "[Enh]: Add more interface."; #if defined( _WIN32 ) #include <windows.h> #include <psapi.h> #elif defined( __unix__ ) || defined( __unix ) || defined( unix ) || ( defined( __APPLE__ ) && defined( __MACH__ ) ) #include <unistd.h> #include <sys/resource.h> #if defined( __APPLE__ ) && defined( __MACH__ ) #include <mach/mach.h> #elif ( defined( _AIX ) || defined( __TOS__AIX__ ) ) || \ ( defined( __sun__ ) || defined( __sun ) || defined( sun ) && ( defined( __SVR4 ) || defined( __svr4__ ) ) ) #include <fcntl.h> #include <procfs.h> #elif defined( __linux__ ) || defined( __linux ) || defined( linux ) || defined( __gnu_linux__ ) #include <stdio.h> #endif #else #error "Cannot define getPeakRSS( ) or getCurrentRSS( ) for an unknown OS." #endif /** * Returns the peak (maximum so far) resident set size (physical * memory use) measured in bytes, or zero if the value cannot be * determined on this OS. */ namespace Common_tools { inline size_t getPeakRSS() { #if defined( _WIN32 ) /* Windows -------------------------------------------------- */ PROCESS_MEMORY_COUNTERS info; GetProcessMemoryInfo( GetCurrentProcess(), &info, sizeof( info ) ); return ( size_t ) info.PeakWorkingSetSize; #elif ( defined( _AIX ) || defined( __TOS__AIX__ ) ) || \ ( defined( __sun__ ) || defined( __sun ) || defined( sun ) && ( defined( __SVR4 ) || defined( __svr4__ ) ) ) /* AIX and Solaris ------------------------------------------ */ struct psinfo psinfo; int fd = -1; if ( ( fd = open( "/proc/self/psinfo", O_RDONLY ) ) == -1 ) return ( size_t ) 0L; /* Can't open? */ if ( read( fd, &psinfo, sizeof( psinfo ) ) != sizeof( psinfo ) ) { close( fd ); return ( size_t ) 0L; /* Can't read? */ } close( fd ); return ( size_t )( psinfo.pr_rssize * 1024L ); #elif defined( __unix__ ) || defined( __unix ) || defined( unix ) || ( defined( __APPLE__ ) && defined( __MACH__ ) ) /* BSD, Linux, and OSX -------------------------------------- */ struct rusage rusage; getrusage( RUSAGE_SELF, &rusage ); #if defined( __APPLE__ ) && defined( __MACH__ ) return ( size_t ) rusage.ru_maxrss; #else return ( size_t )( rusage.ru_maxrss * 1024L ); #endif #else /* Unknown OS ----------------------------------------------- */ return ( size_t ) 0L; /* Unsupported. */ #endif } /** * Returns the current resident set size (physical memory use) measured * in bytes, or zero if the value cannot be determined on this OS. */ inline size_t getCurrentRSS() { #if defined( _WIN32 ) /* Windows -------------------------------------------------- */ PROCESS_MEMORY_COUNTERS info; GetProcessMemoryInfo( GetCurrentProcess(), &info, sizeof( info ) ); return ( size_t ) info.WorkingSetSize; #elif defined( __APPLE__ ) && defined( __MACH__ ) /* OSX ------------------------------------------------------ */ struct mach_task_basic_info info; mach_msg_type_number_t infoCount = MACH_TASK_BASIC_INFO_COUNT; if ( task_info( mach_task_self(), MACH_TASK_BASIC_INFO, ( task_info_t ) &info, &infoCount ) != KERN_SUCCESS ) return ( size_t ) 0L; /* Can't access? */ return ( size_t ) info.resident_size; #elif defined( __linux__ ) || defined( __linux ) || defined( linux ) || defined( __gnu_linux__ ) /* Linux ---------------------------------------------------- */ long rss = 0L; FILE *fp = NULL; if ( ( fp = fopen( "/proc/self/statm", "r" ) ) == NULL ) return ( size_t ) 0L; /* Can't open? */ if ( fscanf( fp, "%*s%ld", &rss ) != 1 ) { fclose( fp ); return ( size_t ) 0L; /* Can't read? */ } fclose( fp ); return ( size_t ) rss * ( size_t ) sysconf( _SC_PAGESIZE ); #else /* AIX, BSD, Solaris, and Unknown OS ------------------------ */ return ( size_t ) 0L; /* Unsupported. */ #endif } inline double get_RSS_Gb() { return ( getCurrentRSS() / 1024.0 / 1024.0 / 1024.0 ); } inline double get_RSS_Mb() { return ( getCurrentRSS() / 1024.0 / 1024.0 ); } inline double get_RSS_Kb() { return ( getCurrentRSS() / 1024.0 ); } }; // namespace Common_tools #ifndef printf_line_mem_Gb #define printf_line_mem_Gb \ std::cout << __FILE__ << " " << __LINE__ << " (" << std::setprecision( 6 ) << Common_tools::get_RSS_Gb() << " Gb)" << std::endl; #endif #ifndef printf_line_mem_MB #define printf_line_mem_MB \ std::cout << __FILE__ << " " << __LINE__ << " (" << std::setprecision( 6 ) << Common_tools::get_RSS_Mb() << " Mb)" << std::endl; #endif #ifndef printf_line_mem_KB #define printf_line_mem_KB \ std::cout << __FILE__ << " " << __LINE__ << " (" << std::setprecision( 6 ) << Common_tools::get_RSS_Kb() << " Kb)" << std::endl; #endif #ifndef printf_line_mem #define printf_line_mem printf_line_mem_MB #endif #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_ceres.hpp
.hpp
13,233
364
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include <Eigen/Eigen> #include <ceres/ceres.h> #include <iostream> #include <stdio.h> #include "tools_eigen.hpp" #include "tools_color_printf.hpp" #include "tools_timer.hpp" template <int Dim> using jet_d = ceres::Jet<double, Dim>; template <int Dim> using jet_f = ceres::Jet<float, Dim>; template < typename T, int M, int N > inline eigen_mat_t<T, N, M > get_jacobian( const eigen_vec_t< ceres::Jet< T, M >, N > &eigen_vec_jet ) { eigen_mat_t<T, N, M> jacobian_mat; for(size_t i =0 ; i < N; i++) { for(size_t j =0; j< M; j++) { jacobian_mat(i, j) = eigen_vec_jet(i).v(j); } } return jacobian_mat; } template < typename T, int M, int N > inline eigen_vec_t< T, N > get_val( const eigen_vec_t< ceres::Jet< T, M >, N > &eigen_vec_jet ) { eigen_vec_t< T, N > val_vec; for ( size_t i = 0; i < N; i++ ) { val_vec( i ) = eigen_vec_jet( i ).a; } return val_vec; } namespace Common_tools { const double MAXIMUM_TOLERANCE = 1e-5; const int eval_abs = 1; /****** Usage *****/ // ceres::Problem::EvaluateOptions eval_options; // std::vector<double> gradients; // ceres::CRSMatrix jacobian_matrix; // problem.Evaluate( eval_options, &total_cost, &residuals, &gradients, &jacobian_matrix ); // save_ceres_crs_matrix_to_txt("/home/ziv/jacobian.txt", jacobian_matrix); // Refer to crs_matrix.h @ https://github.com/ceres-solver/ceres-solver/blob/master/include/ceres/crs_matrix.h inline Eigen::Matrix< double, Eigen::Dynamic, Eigen::Dynamic > crs_to_eigen_matrix( const ceres::CRSMatrix &crs_matrix ) { // Common_tools::Timer tim; // Eigen::Matrix< double, Eigen::Dynamic, Eigen::Dynamic > dy_mat(crs_matrix.num_rows, crs_matrix.num_cols ); Eigen::Matrix< double, Eigen::Dynamic, Eigen::Dynamic > dy_mat = Eigen::Matrix< double, Eigen::Dynamic, Eigen::Dynamic >::Zero(crs_matrix.num_rows, crs_matrix.num_cols); int val_idx = 0; for ( size_t i = 0; i < crs_matrix.rows.size() - 1; i++ ) { int curr_row = i; for ( int ii = crs_matrix.rows[ i ]; ii < crs_matrix.rows[ i + 1 ]; ii++ ) { int curr_col = crs_matrix.cols[ ii ]; //printf( "[%d. %d][%d. %d]--%lf\r\n ", crs_matrix.num_rows, crs_matrix.num_cols, curr_row, curr_col, crs_matrix.values[ val_idx ] ); dy_mat( curr_row, curr_col ) = crs_matrix.values[ val_idx ]; val_idx++; } } //printf( "Matrix detisity = %.2f \r\n", ( float ) val_idx / ( float ) ( crs_matrix.num_rows * crs_matrix.num_cols ) ); return dy_mat; } template < typename T > Eigen::Matrix< T, 3, 1 > ceres_quadternion_parameterization( const Eigen::Quaternion< T > &q_in ) { Eigen::Matrix< T, 3, 1 > res; T mod_delta = acos( q_in.w() ); if ( abs( q_in.w() - 1 ) <= 1e-10 ) { res( 0 ) = 0; res( 1 ) = 0; res( 2 ) = 0; } else { T sin_mod_delta = std::sin( mod_delta ) / mod_delta; res( 0 ) = q_in.x() / sin_mod_delta; res( 1 ) = q_in.y() / sin_mod_delta; res( 2 ) = q_in.z() / sin_mod_delta; } return res; } template < typename T, typename TT > void ceres_quadternion_delta( T *t_curr, TT &t_delta ) { // Refer from: http://ceres-solver.org/nnls_modeling.html#_CPPv2N5ceres26QuaternionParameterizationE // cout << "Input delta:" << t_delta.transpose() << endl; T mod_delta = t_delta.norm(); if ( mod_delta == 0 ) //equal to identity. { return; } T sin_by_mod_delta = std::sin( mod_delta ) / mod_delta; Eigen::Quaternion< T > q_delta; Eigen::Map< Eigen::Quaternion< T > > q_w_curr( t_curr ); q_delta.w() = std::cos( mod_delta ); q_delta.x() = sin_by_mod_delta * t_delta( 0 ); q_delta.y() = sin_by_mod_delta * t_delta( 1 ); q_delta.z() = sin_by_mod_delta * t_delta( 2 ); // cout << q_delta.coeffs().transpose() << endl; q_w_curr = q_delta * ( q_w_curr ); } template < typename T > Eigen::Matrix< T, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor > std_vector_to_eigen_matrix( std::vector< T > &in_vector, int number_or_cols = 0 ) { Eigen::Matrix< T, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor > res_mat; size_t total_size = in_vector.size(); size_t num_cols = 1; if ( number_or_cols ) { num_cols = number_or_cols; assert( ( total_size % num_cols ) == 0 ); } res_mat.resize( total_size / num_cols, num_cols ); for ( size_t i = 0; i < total_size; i++ ) { res_mat( i ) = in_vector[ i ]; } //cout << "Size of res_mat: " << res_mat.rows() << " X " << res_mat.cols() << endl; return res_mat; } inline void save_ceres_crs_matrix_to_txt( std::string file_name, ceres::CRSMatrix &crs_matrix, int do_print = 0 ) { Eigen::Matrix< double, Eigen::Dynamic, Eigen::Dynamic , Eigen::RowMajor> dy_mat = crs_to_eigen_matrix( crs_matrix ); FILE * fp; fp = fopen( file_name.c_str(), "w+" ); if ( do_print ) { for ( int j = 0; j < dy_mat.rows(); j++ ) { for ( int i = 0; i < dy_mat.cols(); i++ ) { fprintf( fp, "%lf ", dy_mat( j, i ) ); } } } else { for ( int i = 0; i < dy_mat.cols(); i++ ) { for ( int j = 0; j < dy_mat.rows(); j++ ) { fprintf( fp, "%lf ", dy_mat( j, i ) ); } } } fclose( fp ); }; /***** Evaluate is two ceres::Jet is the same, is_ceres_same_absolute() evaluate the absolute error while the is_ceres_same_relative evaluate the relative error. *****/ template < typename T, int N > inline const bool is_ceres_same_absolute( const ceres::Jet< T, N > &val_1, const ceres::Jet< T, N > &val_2, double threshold_tor = MAXIMUM_TOLERANCE ) { // Aim at compare the absolute error bool is_same = true; if ( std::fabs( val_1.a - val_2.a ) > threshold_tor ) { is_same = false; } for ( size_t i = 0; i < N; i++ ) { if ( std::fabs( val_1.v[ i ] - val_2.v[ i ] ) > threshold_tor ) { is_same = false; } } return is_same; } template < typename T, int N > inline const bool is_ceres_same_relative( const ceres::Jet< T, N > &val_1, const ceres::Jet< T, N > &val_2, double threshold_tor = MAXIMUM_TOLERANCE ) { // Aim at compare the relative error bool is_same = true; if ( std::fabs( val_1.a - val_2.a ) > threshold_tor * std::fabs( val_1.a + val_2.a ) ) { is_same = false; } for ( size_t i = 0; i < N; i++ ) { if ( std::fabs( val_1.v[ i ] - val_2.v[ i ] ) > threshold_tor * std::fabs( val_1.v[ i ] + val_2.v[ i ] ) ) { is_same = false; } } return is_same; } template < typename T, int N > inline const bool is_ceres_same( const ceres::Jet< T, N > &val_1, const ceres::Jet< T, N > &val_2, double threshold_tor = MAXIMUM_TOLERANCE ) { if ( eval_abs ) { return is_ceres_same_absolute( val_1, val_2, threshold_tor ); } else { return is_ceres_same_relative( val_1, val_2, threshold_tor ); } } template < typename T, int N > inline const bool is_ceres_array_same( const ceres::Jet< T, N > *ceres_array_1, const ceres::Jet< T, N > *ceres_array_2, int size_of_array = 1 ) { bool is_same = true; for ( size_t i = 0; i < size_of_array; i++ ) { if ( !is_ceres_same( ceres_array_1[ i ], ceres_array_2[ i ] ) ) { is_same = false; cout << "Idx [" << i << "] not the same " << endl; } } return is_same; } template < typename T, int N > void printf_single_ceres_data( const ceres::Jet< T, N > *data_1, int size_of_array, short mode_0 = 0b11 ) { if ( mode_0 & 0b01 != 0 ) { for ( size_t i = 0; i < size_of_array; i++ ) { cout << data_1[ i ].a << ", "; } // cout <<"\b\b"; // delete the last two char cout << endl; } if ( mode_0 & 0b10 != 0 ) { for ( size_t i = 0; i < size_of_array; i++ ) { cout << data_1[ i ].v.transpose() << "\r\n"; } } } template < typename T, int N > void printf_paired_ceres_data( const ceres::Jet< T, N > *data_1, const ceres::Jet< T, N > *data_2, int size_of_array = 1 ) { cout << ANSI_COLOR_CYAN_BOLD << std::setprecision( 10 ); printf_single_ceres_data( data_1, size_of_array ); cout << ANSI_COLOR_YELLOW_BOLD; printf_single_ceres_data( data_2, size_of_array ); cout << ANSI_COLOR_RESET; } // ANCHOR - huber_loss inline void apply_ceres_loss_fun( ceres::LossFunction * loss_function, Eigen::VectorXd &residuals, std::vector< Eigen::Matrix< double, -1, -1, Eigen::RowMajor > > & jacobians ) { // http://ceres-solver.org/nnls_modeling.html#lossfunction // How ceres use loss function: ceres_1.14.x/internal/ceres/residual_block.cc // How jacobian matrix corrected: ceres_1.14.x/internal/ceres/corrector.cc if ( loss_function == nullptr ) { return; } double sq_norm = residuals.squaredNorm(); double rho[ 3 ]; loss_function->Evaluate( sq_norm, rho ); double residual_scaling_, alpha_sq_norm_; // printf("sq_norm: %f, rho[0]: %f, rho[1]: %f, rho[2]: %f\n", sq_norm, rho[0], rho[1], rho[2]); double sqrt_rho1_ = sqrt( rho[ 1 ] ); sqrt_rho1_ = sqrt( rho[ 1 ] ); if ( ( sq_norm == 0.0 ) || ( rho[ 2 ] <= 0.0 ) ) { residual_scaling_ = sqrt_rho1_; alpha_sq_norm_ = 0.0; } else { const double D = 1.0 + 2.0 * sq_norm * rho[ 2 ] / rho[ 1 ]; const double alpha = 1.0 - sqrt( D ); // Calculate the constants needed by the correction routines. residual_scaling_ = sqrt_rho1_ / ( 1 - alpha ); alpha_sq_norm_ = alpha / sq_norm; } for(unsigned int i =0 ; i< jacobians.size(); i++) { jacobians[i] = sqrt_rho1_ * (jacobians[i] - alpha_sq_norm_ * residuals * (residuals.transpose() * jacobians[i])); } residuals *= residual_scaling_; } inline void apply_ceres_loss_fun( ceres::LossFunction * loss_function, Eigen::VectorXd &residuals, Eigen::Matrix< double, -1, -1, Eigen::RowMajor > & jacobian ) { std::vector< Eigen::Matrix< double, -1, -1, Eigen::RowMajor > > jacobians {jacobian}; apply_ceres_loss_fun(loss_function, residuals, jacobians); jacobian = jacobians[0]; } }; // namespace Common_tools
Unknown
3D
hku-mars/ImMesh
src/tools/tinycolormap.hpp
.hpp
104,096
2,467
/* MIT License Copyright (c) 2018-2020 Yuki Koyama 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. ------------------------------------------------------------------------------- The lookup table for Turbo is derived by Shot511 in his PR, https://github.com/yuki-koyama/tinycolormap/pull/27 , from https://gist.github.com/mikhailov-work/6a308c20e494d9e0ccc29036b28faa7a , which is released by Anton Mikhailov, copyrighted by Google LLC, and licensed under the Apache 2.0 license. To the best of our knowledge, the Apache 2.0 license is compatible with the MIT license, and thus we release the merged entire code under the MIT license. The license notice for Anton's code is posted here: Copyright 2019 Google LLC. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ #ifndef TINYCOLORMAP_HPP_ #define TINYCOLORMAP_HPP_ #include <cmath> #include <cstdint> #include <algorithm> #if defined(TINYCOLORMAP_WITH_EIGEN) #include <Eigen/Core> #endif #if defined(TINYCOLORMAP_WITH_QT5) #include <QColor> #endif #if defined(TINYCOLORMAP_WITH_QT5) && defined(TINYCOLORMAP_WITH_EIGEN) #include <QImage> #include <QString> #endif #if defined(TINYCOLORMAP_WITH_GLM) #include <glm/vec3.hpp> #endif namespace tinycolormap { ////////////////////////////////////////////////////////////////////////////////// // Interface ////////////////////////////////////////////////////////////////////////////////// enum class ColormapType { Parula, Heat, Jet, Turbo, Hot, Gray, Magma, Inferno, Plasma, Viridis, Cividis, Github, Cubehelix }; struct Color { explicit constexpr Color(double gray) noexcept : data{ gray, gray, gray } {} constexpr Color(double r, double g, double b) noexcept : data{ r, g, b } {} double data[3]; double& r() noexcept { return data[0]; } double& g() noexcept { return data[1]; } double& b() noexcept { return data[2]; } constexpr double r() const noexcept { return data[0]; } constexpr double g() const noexcept { return data[1]; } constexpr double b() const noexcept { return data[2]; } constexpr uint8_t ri() const noexcept { return static_cast<uint8_t>(data[0] * 255.0); } constexpr uint8_t gi() const noexcept { return static_cast<uint8_t>(data[1] * 255.0); } constexpr uint8_t bi() const noexcept { return static_cast<uint8_t>(data[2] * 255.0); } double& operator[](std::size_t n) noexcept { return data[n]; } constexpr double operator[](std::size_t n) const noexcept { return data[n]; } double& operator()(std::size_t n) noexcept { return data[n]; } constexpr double operator()(std::size_t n) const noexcept { return data[n]; } friend constexpr Color operator+(const Color& c0, const Color& c1) noexcept { return { c0.r() + c1.r(), c0.g() + c1.g(), c0.b() + c1.b() }; } friend constexpr Color operator*(double s, const Color& c) noexcept { return { s * c.r(), s * c.g(), s * c.b() }; } #if defined(TINYCOLORMAP_WITH_QT5) QColor ConvertToQColor() const { return QColor(data[0] * 255.0, data[1] * 255.0, data[2] * 255.0); } #endif #if defined(TINYCOLORMAP_WITH_EIGEN) Eigen::Vector3d ConvertToEigen() const { return Eigen::Vector3d(data[0], data[1], data[2]); } #endif #if defined(TINYCOLORMAP_WITH_GLM) glm::vec3 ConvertToGLM() const { return glm::vec3(data[0], data[1], data[2]); } #endif }; inline Color GetColor(double x, ColormapType type = ColormapType::Viridis); inline Color GetQuantizedColor(double x, unsigned int num_levels, ColormapType type = ColormapType::Viridis); inline Color GetParulaColor(double x); inline Color GetHeatColor(double x); inline Color GetJetColor(double x); inline Color GetTurboColor(double x); inline Color GetHotColor(double x); inline constexpr Color GetGrayColor(double x) noexcept; inline Color GetMagmaColor(double x); inline Color GetInfernoColor(double x); inline Color GetPlasmaColor(double x); inline Color GetViridisColor(double x); inline Color GetCividisColor(double x); inline Color GetGithubColor(double x); inline Color GetCubehelixColor(double x); #if defined(TINYCOLORMAP_WITH_QT5) && defined(TINYCOLORMAP_WITH_EIGEN) inline QImage CreateMatrixVisualization(const Eigen::MatrixXd& matrix); inline void ExportMatrixVisualization(const Eigen::MatrixXd& matrix, const std::string& path); #endif ////////////////////////////////////////////////////////////////////////////////// // Private Implementation - public usage is not intended ////////////////////////////////////////////////////////////////////////////////// namespace internal { inline constexpr double Clamp01(double x) noexcept { return (x < 0.0) ? 0.0 : (x > 1.0) ? 1.0 : x; } // A helper function to calculate linear interpolation template <std::size_t N> Color CalcLerp(double x, const Color (&data)[N]) { const double a = Clamp01(x) * (N - 1); const double i = std::floor(a); const double t = a - i; const Color& c0 = data[static_cast<std::size_t>(i)]; const Color& c1 = data[static_cast<std::size_t>(std::ceil(a))]; return (1.0 - t) * c0 + t * c1; } inline double QuantizeArgument(double x, unsigned int num_levels) { // Clamp num_classes to range [1, 255]. num_levels = (std::max)(1u, (std::min)(num_levels, 255u)); const double interval_length = 255.0 / num_levels; // Calculate index of the interval to which the given x belongs to. // Substracting eps prevents getting out of bounds index. constexpr double eps = 0.0005; const unsigned int index = static_cast<unsigned int>((x * 255.0 - eps) / interval_length); // Calculate upper and lower bounds of the given interval. const unsigned int upper_boundary = static_cast<unsigned int>(index * interval_length + interval_length); const unsigned int lower_boundary = static_cast<unsigned int>(upper_boundary - interval_length); // Get middle "coordinate" of the given interval and move it back to [0.0, 1.0] interval. const double xx = static_cast<double>(upper_boundary + lower_boundary) * 0.5 / 255.0; return xx; } } ////////////////////////////////////////////////////////////////////////////////// // Public Implementation ////////////////////////////////////////////////////////////////////////////////// inline Color GetColor(double x, ColormapType type) { switch (type) { case ColormapType::Parula: return GetParulaColor(x); case ColormapType::Heat: return GetHeatColor(x); case ColormapType::Jet: return GetJetColor(x); case ColormapType::Turbo: return GetTurboColor(x); case ColormapType::Hot: return GetHotColor(x); case ColormapType::Gray: return GetGrayColor(x); case ColormapType::Magma: return GetMagmaColor(x); case ColormapType::Inferno: return GetInfernoColor(x); case ColormapType::Plasma: return GetPlasmaColor(x); case ColormapType::Viridis: return GetViridisColor(x); case ColormapType::Cividis: return GetCividisColor(x); case ColormapType::Github: return GetGithubColor(x); case ColormapType::Cubehelix: return GetCubehelixColor(x); default: break; } return GetViridisColor(x); } inline Color GetQuantizedColor(double x, unsigned int num_levels, ColormapType type) { return GetColor(internal::QuantizeArgument(x, num_levels), type); } inline Color GetParulaColor(double x) { constexpr Color data[] = { { 0.2081, 0.1663, 0.5292 }, { 0.2091, 0.1721, 0.5411 }, { 0.2101, 0.1779, 0.553 }, { 0.2109, 0.1837, 0.565 }, { 0.2116, 0.1895, 0.5771 }, { 0.2121, 0.1954, 0.5892 }, { 0.2124, 0.2013, 0.6013 }, { 0.2125, 0.2072, 0.6135 }, { 0.2123, 0.2132, 0.6258 }, { 0.2118, 0.2192, 0.6381 }, { 0.2111, 0.2253, 0.6505 }, { 0.2099, 0.2315, 0.6629 }, { 0.2084, 0.2377, 0.6753 }, { 0.2063, 0.244, 0.6878 }, { 0.2038, 0.2503, 0.7003 }, { 0.2006, 0.2568, 0.7129 }, { 0.1968, 0.2632, 0.7255 }, { 0.1921, 0.2698, 0.7381 }, { 0.1867, 0.2764, 0.7507 }, { 0.1802, 0.2832, 0.7634 }, { 0.1728, 0.2902, 0.7762 }, { 0.1641, 0.2975, 0.789 }, { 0.1541, 0.3052, 0.8017 }, { 0.1427, 0.3132, 0.8145 }, { 0.1295, 0.3217, 0.8269 }, { 0.1147, 0.3306, 0.8387 }, { 0.0986, 0.3397, 0.8495 }, { 0.0816, 0.3486, 0.8588 }, { 0.0646, 0.3572, 0.8664 }, { 0.0482, 0.3651, 0.8722 }, { 0.0329, 0.3724, 0.8765 }, { 0.0213, 0.3792, 0.8796 }, { 0.0136, 0.3853, 0.8815 }, { 0.0086, 0.3911, 0.8827 }, { 0.006, 0.3965, 0.8833 }, { 0.0051, 0.4017, 0.8834 }, { 0.0054, 0.4066, 0.8831 }, { 0.0067, 0.4113, 0.8825 }, { 0.0089, 0.4159, 0.8816 }, { 0.0116, 0.4203, 0.8805 }, { 0.0148, 0.4246, 0.8793 }, { 0.0184, 0.4288, 0.8779 }, { 0.0223, 0.4329, 0.8763 }, { 0.0264, 0.437, 0.8747 }, { 0.0306, 0.441, 0.8729 }, { 0.0349, 0.4449, 0.8711 }, { 0.0394, 0.4488, 0.8692 }, { 0.0437, 0.4526, 0.8672 }, { 0.0477, 0.4564, 0.8652 }, { 0.0514, 0.4602, 0.8632 }, { 0.0549, 0.464, 0.8611 }, { 0.0582, 0.4677, 0.8589 }, { 0.0612, 0.4714, 0.8568 }, { 0.064, 0.4751, 0.8546 }, { 0.0666, 0.4788, 0.8525 }, { 0.0689, 0.4825, 0.8503 }, { 0.071, 0.4862, 0.8481 }, { 0.0729, 0.4899, 0.846 }, { 0.0746, 0.4937, 0.8439 }, { 0.0761, 0.4974, 0.8418 }, { 0.0773, 0.5012, 0.8398 }, { 0.0782, 0.5051, 0.8378 }, { 0.0789, 0.5089, 0.8359 }, { 0.0794, 0.5129, 0.8341 }, { 0.0795, 0.5169, 0.8324 }, { 0.0793, 0.521, 0.8308 }, { 0.0788, 0.5251, 0.8293 }, { 0.0778, 0.5295, 0.828 }, { 0.0764, 0.5339, 0.827 }, { 0.0746, 0.5384, 0.8261 }, { 0.0724, 0.5431, 0.8253 }, { 0.0698, 0.5479, 0.8247 }, { 0.0668, 0.5527, 0.8243 }, { 0.0636, 0.5577, 0.8239 }, { 0.06, 0.5627, 0.8237 }, { 0.0562, 0.5677, 0.8234 }, { 0.0523, 0.5727, 0.8231 }, { 0.0484, 0.5777, 0.8228 }, { 0.0445, 0.5826, 0.8223 }, { 0.0408, 0.5874, 0.8217 }, { 0.0372, 0.5922, 0.8209 }, { 0.0342, 0.5968, 0.8198 }, { 0.0317, 0.6012, 0.8186 }, { 0.0296, 0.6055, 0.8171 }, { 0.0279, 0.6097, 0.8154 }, { 0.0265, 0.6137, 0.8135 }, { 0.0255, 0.6176, 0.8114 }, { 0.0248, 0.6214, 0.8091 }, { 0.0243, 0.625, 0.8066 }, { 0.0239, 0.6285, 0.8039 }, { 0.0237, 0.6319, 0.801 }, { 0.0235, 0.6352, 0.798 }, { 0.0233, 0.6384, 0.7948 }, { 0.0231, 0.6415, 0.7916 }, { 0.023, 0.6445, 0.7881 }, { 0.0229, 0.6474, 0.7846 }, { 0.0227, 0.6503, 0.781, }, { 0.0227, 0.6531, 0.7773 }, { 0.0232, 0.6558, 0.7735 }, { 0.0238, 0.6585, 0.7696 }, { 0.0246, 0.6611, 0.7656 }, { 0.0263, 0.6637, 0.7615 }, { 0.0282, 0.6663, 0.7574 }, { 0.0306, 0.6688, 0.7532 }, { 0.0338, 0.6712, 0.749 }, { 0.0373, 0.6737, 0.7446 }, { 0.0418, 0.6761, 0.7402 }, { 0.0467, 0.6784, 0.7358 }, { 0.0516, 0.6808, 0.7313 }, { 0.0574, 0.6831, 0.7267 }, { 0.0629, 0.6854, 0.7221 }, { 0.0692, 0.6877, 0.7173 }, { 0.0755, 0.6899, 0.7126 }, { 0.082, 0.6921, 0.7078 }, { 0.0889, 0.6943, 0.7029 }, { 0.0956, 0.6965, 0.6979 }, { 0.1031, 0.6986, 0.6929 }, { 0.1104, 0.7007, 0.6878 }, { 0.118, 0.7028, 0.6827 }, { 0.1258, 0.7049, 0.6775 }, { 0.1335, 0.7069, 0.6723 }, { 0.1418, 0.7089, 0.6669 }, { 0.1499, 0.7109, 0.6616 }, { 0.1585, 0.7129, 0.6561 }, { 0.1671, 0.7148, 0.6507 }, { 0.1758, 0.7168, 0.6451 }, { 0.1849, 0.7186, 0.6395 }, { 0.1938, 0.7205, 0.6338 }, { 0.2033, 0.7223, 0.6281 }, { 0.2128, 0.7241, 0.6223 }, { 0.2224, 0.7259, 0.6165 }, { 0.2324, 0.7275, 0.6107 }, { 0.2423, 0.7292, 0.6048 }, { 0.2527, 0.7308, 0.5988 }, { 0.2631, 0.7324, 0.5929 }, { 0.2735, 0.7339, 0.5869 }, { 0.2845, 0.7354, 0.5809 }, { 0.2953, 0.7368, 0.5749 }, { 0.3064, 0.7381, 0.5689 }, { 0.3177, 0.7394, 0.563 }, { 0.3289, 0.7406, 0.557 }, { 0.3405, 0.7417, 0.5512 }, { 0.352, 0.7428, 0.5453 }, { 0.3635, 0.7438, 0.5396 }, { 0.3753, 0.7446, 0.5339 }, { 0.3869, 0.7454, 0.5283 }, { 0.3986, 0.7461, 0.5229 }, { 0.4103, 0.7467, 0.5175 }, { 0.4218, 0.7473, 0.5123 }, { 0.4334, 0.7477, 0.5072 }, { 0.4447, 0.7482, 0.5021 }, { 0.4561, 0.7485, 0.4972 }, { 0.4672, 0.7487, 0.4924 }, { 0.4783, 0.7489, 0.4877 }, { 0.4892, 0.7491, 0.4831 }, { 0.5, 0.7491, 0.4786 }, { 0.5106, 0.7492, 0.4741 }, { 0.5212, 0.7492, 0.4698 }, { 0.5315, 0.7491, 0.4655 }, { 0.5418, 0.749, 0.4613 }, { 0.5519, 0.7489, 0.4571 }, { 0.5619, 0.7487, 0.4531 }, { 0.5718, 0.7485, 0.449 }, { 0.5816, 0.7482, 0.4451 }, { 0.5913, 0.7479, 0.4412 }, { 0.6009, 0.7476, 0.4374 }, { 0.6103, 0.7473, 0.4335 }, { 0.6197, 0.7469, 0.4298 }, { 0.629, 0.7465, 0.4261 }, { 0.6382, 0.746, 0.4224 }, { 0.6473, 0.7456, 0.4188 }, { 0.6564, 0.7451, 0.4152 }, { 0.6653, 0.7446, 0.4116 }, { 0.6742, 0.7441, 0.4081 }, { 0.683, 0.7435, 0.4046 }, { 0.6918, 0.743, 0.4011 }, { 0.7004, 0.7424, 0.3976 }, { 0.7091, 0.7418, 0.3942 }, { 0.7176, 0.7412, 0.3908 }, { 0.7261, 0.7405, 0.3874 }, { 0.7346, 0.7399, 0.384 }, { 0.743, 0.7392, 0.3806 }, { 0.7513, 0.7385, 0.3773 }, { 0.7596, 0.7378, 0.3739 }, { 0.7679, 0.7372, 0.3706 }, { 0.7761, 0.7364, 0.3673 }, { 0.7843, 0.7357, 0.3639 }, { 0.7924, 0.735, 0.3606 }, { 0.8005, 0.7343, 0.3573 }, { 0.8085, 0.7336, 0.3539 }, { 0.8166, 0.7329, 0.3506 }, { 0.8246, 0.7322, 0.3472 }, { 0.8325, 0.7315, 0.3438 }, { 0.8405, 0.7308, 0.3404 }, { 0.8484, 0.7301, 0.337 }, { 0.8563, 0.7294, 0.3336 }, { 0.8642, 0.7288, 0.33 }, { 0.872, 0.7282, 0.3265 }, { 0.8798, 0.7276, 0.3229 }, { 0.8877, 0.7271, 0.3193 }, { 0.8954, 0.7266, 0.3156 }, { 0.9032, 0.7262, 0.3117 }, { 0.911, 0.7259, 0.3078 }, { 0.9187, 0.7256, 0.3038 }, { 0.9264, 0.7256, 0.2996 }, { 0.9341, 0.7256, 0.2953 }, { 0.9417, 0.7259, 0.2907 }, { 0.9493, 0.7264, 0.2859 }, { 0.9567, 0.7273, 0.2808 }, { 0.9639, 0.7285, 0.2754 }, { 0.9708, 0.7303, 0.2696 }, { 0.9773, 0.7326, 0.2634 }, { 0.9831, 0.7355, 0.257 }, { 0.9882, 0.739, 0.2504 }, { 0.9922, 0.7431, 0.2437 }, { 0.9952, 0.7476, 0.2373 }, { 0.9973, 0.7524, 0.231 }, { 0.9986, 0.7573, 0.2251 }, { 0.9991, 0.7624, 0.2195 }, { 0.999, 0.7675, 0.2141 }, { 0.9985, 0.7726, 0.209 }, { 0.9976, 0.7778, 0.2042 }, { 0.9964, 0.7829, 0.1995 }, { 0.995, 0.788, 0.1949 }, { 0.9933, 0.7931, 0.1905 }, { 0.9914, 0.7981, 0.1863 }, { 0.9894, 0.8032, 0.1821 }, { 0.9873, 0.8083, 0.178 }, { 0.9851, 0.8133, 0.174 }, { 0.9828, 0.8184, 0.17 }, { 0.9805, 0.8235, 0.1661 }, { 0.9782, 0.8286, 0.1622 }, { 0.9759, 0.8337, 0.1583 }, { 0.9736, 0.8389, 0.1544 }, { 0.9713, 0.8441, 0.1505 }, { 0.9692, 0.8494, 0.1465 }, { 0.9672, 0.8548, 0.1425 }, { 0.9654, 0.8603, 0.1385 }, { 0.9638, 0.8659, 0.1343 }, { 0.9623, 0.8716, 0.1301 }, { 0.9611, 0.8774, 0.1258 }, { 0.96, 0.8834, 0.1215 }, { 0.9593, 0.8895, 0.1171 }, { 0.9588, 0.8958, 0.1126 }, { 0.9586, 0.9022, 0.1082 }, { 0.9587, 0.9088, 0.1036 }, { 0.9591, 0.9155, 0.099 }, { 0.9599, 0.9225, 0.0944 }, { 0.961, 0.9296, 0.0897 }, { 0.9624, 0.9368, 0.085 }, { 0.9641, 0.9443, 0.0802 }, { 0.9662, 0.9518, 0.0753 }, { 0.9685, 0.9595, 0.0703 }, { 0.971, 0.9673, 0.0651 }, { 0.9736, 0.9752, 0.0597 }, { 0.9763, 0.9831, 0.0538 } }; return internal::CalcLerp(x, data); } inline Color GetHeatColor(double x) { constexpr Color data[] = { { 0.0, 0.0, 1.0 }, { 0.0, 1.0, 1.0 }, { 0.0, 1.0, 0.0 }, { 1.0, 1.0, 0.0 }, { 1.0, 0.0, 0.0 } }; return internal::CalcLerp(x, data); } inline Color GetJetColor(double x) { constexpr Color data[] = { { 0.0, 0.0, 0.5 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.5, 1.0 }, { 0.0, 1.0, 1.0 }, { 0.5, 1.0, 0.5 }, { 1.0, 1.0, 0.0 }, { 1.0, 0.5, 0.0 }, { 1.0, 0.0, 0.0 }, { 0.5, 0.0, 0.0 } }; return internal::CalcLerp(x, data); } inline Color GetTurboColor(double x) { constexpr Color data[] = { { 0.18995, 0.07176, 0.23217 }, { 0.19483, 0.08339, 0.26149 }, { 0.19956, 0.09498, 0.29024 }, { 0.20415, 0.10652, 0.31844 }, { 0.20860, 0.11802, 0.34607 }, { 0.21291, 0.12947, 0.37314 }, { 0.21708, 0.14087, 0.39964 }, { 0.22111, 0.15223, 0.42558 }, { 0.22500, 0.16354, 0.45096 }, { 0.22875, 0.17481, 0.47578 }, { 0.23236, 0.18603, 0.50004 }, { 0.23582, 0.19720, 0.52373 }, { 0.23915, 0.20833, 0.54686 }, { 0.24234, 0.21941, 0.56942 }, { 0.24539, 0.23044, 0.59142 }, { 0.24830, 0.24143, 0.61286 }, { 0.25107, 0.25237, 0.63374 }, { 0.25369, 0.26327, 0.65406 }, { 0.25618, 0.27412, 0.67381 }, { 0.25853, 0.28492, 0.69300 }, { 0.26074, 0.29568, 0.71162 }, { 0.26280, 0.30639, 0.72968 }, { 0.26473, 0.31706, 0.74718 }, { 0.26652, 0.32768, 0.76412 }, { 0.26816, 0.33825, 0.78050 }, { 0.26967, 0.34878, 0.79631 }, { 0.27103, 0.35926, 0.81156 }, { 0.27226, 0.36970, 0.82624 }, { 0.27334, 0.38008, 0.84037 }, { 0.27429, 0.39043, 0.85393 }, { 0.27509, 0.40072, 0.86692 }, { 0.27576, 0.41097, 0.87936 }, { 0.27628, 0.42118, 0.89123 }, { 0.27667, 0.43134, 0.90254 }, { 0.27691, 0.44145, 0.91328 }, { 0.27701, 0.45152, 0.92347 }, { 0.27698, 0.46153, 0.93309 }, { 0.27680, 0.47151, 0.94214 }, { 0.27648, 0.48144, 0.95064 }, { 0.27603, 0.49132, 0.95857 }, { 0.27543, 0.50115, 0.96594 }, { 0.27469, 0.51094, 0.97275 }, { 0.27381, 0.52069, 0.97899 }, { 0.27273, 0.53040, 0.98461 }, { 0.27106, 0.54015, 0.98930 }, { 0.26878, 0.54995, 0.99303 }, { 0.26592, 0.55979, 0.99583 }, { 0.26252, 0.56967, 0.99773 }, { 0.25862, 0.57958, 0.99876 }, { 0.25425, 0.58950, 0.99896 }, { 0.24946, 0.59943, 0.99835 }, { 0.24427, 0.60937, 0.99697 }, { 0.23874, 0.61931, 0.99485 }, { 0.23288, 0.62923, 0.99202 }, { 0.22676, 0.63913, 0.98851 }, { 0.22039, 0.64901, 0.98436 }, { 0.21382, 0.65886, 0.97959 }, { 0.20708, 0.66866, 0.97423 }, { 0.20021, 0.67842, 0.96833 }, { 0.19326, 0.68812, 0.96190 }, { 0.18625, 0.69775, 0.95498 }, { 0.17923, 0.70732, 0.94761 }, { 0.17223, 0.71680, 0.93981 }, { 0.16529, 0.72620, 0.93161 }, { 0.15844, 0.73551, 0.92305 }, { 0.15173, 0.74472, 0.91416 }, { 0.14519, 0.75381, 0.90496 }, { 0.13886, 0.76279, 0.89550 }, { 0.13278, 0.77165, 0.88580 }, { 0.12698, 0.78037, 0.87590 }, { 0.12151, 0.78896, 0.86581 }, { 0.11639, 0.79740, 0.85559 }, { 0.11167, 0.80569, 0.84525 }, { 0.10738, 0.81381, 0.83484 }, { 0.10357, 0.82177, 0.82437 }, { 0.10026, 0.82955, 0.81389 }, { 0.09750, 0.83714, 0.80342 }, { 0.09532, 0.84455, 0.79299 }, { 0.09377, 0.85175, 0.78264 }, { 0.09287, 0.85875, 0.77240 }, { 0.09267, 0.86554, 0.76230 }, { 0.09320, 0.87211, 0.75237 }, { 0.09451, 0.87844, 0.74265 }, { 0.09662, 0.88454, 0.73316 }, { 0.09958, 0.89040, 0.72393 }, { 0.10342, 0.89600, 0.71500 }, { 0.10815, 0.90142, 0.70599 }, { 0.11374, 0.90673, 0.69651 }, { 0.12014, 0.91193, 0.68660 }, { 0.12733, 0.91701, 0.67627 }, { 0.13526, 0.92197, 0.66556 }, { 0.14391, 0.92680, 0.65448 }, { 0.15323, 0.93151, 0.64308 }, { 0.16319, 0.93609, 0.63137 }, { 0.17377, 0.94053, 0.61938 }, { 0.18491, 0.94484, 0.60713 }, { 0.19659, 0.94901, 0.59466 }, { 0.20877, 0.95304, 0.58199 }, { 0.22142, 0.95692, 0.56914 }, { 0.23449, 0.96065, 0.55614 }, { 0.24797, 0.96423, 0.54303 }, { 0.26180, 0.96765, 0.52981 }, { 0.27597, 0.97092, 0.51653 }, { 0.29042, 0.97403, 0.50321 }, { 0.30513, 0.97697, 0.48987 }, { 0.32006, 0.97974, 0.47654 }, { 0.33517, 0.98234, 0.46325 }, { 0.35043, 0.98477, 0.45002 }, { 0.36581, 0.98702, 0.43688 }, { 0.38127, 0.98909, 0.42386 }, { 0.39678, 0.99098, 0.41098 }, { 0.41229, 0.99268, 0.39826 }, { 0.42778, 0.99419, 0.38575 }, { 0.44321, 0.99551, 0.37345 }, { 0.45854, 0.99663, 0.36140 }, { 0.47375, 0.99755, 0.34963 }, { 0.48879, 0.99828, 0.33816 }, { 0.50362, 0.99879, 0.32701 }, { 0.51822, 0.99910, 0.31622 }, { 0.53255, 0.99919, 0.30581 }, { 0.54658, 0.99907, 0.29581 }, { 0.56026, 0.99873, 0.28623 }, { 0.57357, 0.99817, 0.27712 }, { 0.58646, 0.99739, 0.26849 }, { 0.59891, 0.99638, 0.26038 }, { 0.61088, 0.99514, 0.25280 }, { 0.62233, 0.99366, 0.24579 }, { 0.63323, 0.99195, 0.23937 }, { 0.64362, 0.98999, 0.23356 }, { 0.65394, 0.98775, 0.22835 }, { 0.66428, 0.98524, 0.22370 }, { 0.67462, 0.98246, 0.21960 }, { 0.68494, 0.97941, 0.21602 }, { 0.69525, 0.97610, 0.21294 }, { 0.70553, 0.97255, 0.21032 }, { 0.71577, 0.96875, 0.20815 }, { 0.72596, 0.96470, 0.20640 }, { 0.73610, 0.96043, 0.20504 }, { 0.74617, 0.95593, 0.20406 }, { 0.75617, 0.95121, 0.20343 }, { 0.76608, 0.94627, 0.20311 }, { 0.77591, 0.94113, 0.20310 }, { 0.78563, 0.93579, 0.20336 }, { 0.79524, 0.93025, 0.20386 }, { 0.80473, 0.92452, 0.20459 }, { 0.81410, 0.91861, 0.20552 }, { 0.82333, 0.91253, 0.20663 }, { 0.83241, 0.90627, 0.20788 }, { 0.84133, 0.89986, 0.20926 }, { 0.85010, 0.89328, 0.21074 }, { 0.85868, 0.88655, 0.21230 }, { 0.86709, 0.87968, 0.21391 }, { 0.87530, 0.87267, 0.21555 }, { 0.88331, 0.86553, 0.21719 }, { 0.89112, 0.85826, 0.21880 }, { 0.89870, 0.85087, 0.22038 }, { 0.90605, 0.84337, 0.22188 }, { 0.91317, 0.83576, 0.22328 }, { 0.92004, 0.82806, 0.22456 }, { 0.92666, 0.82025, 0.22570 }, { 0.93301, 0.81236, 0.22667 }, { 0.93909, 0.80439, 0.22744 }, { 0.94489, 0.79634, 0.22800 }, { 0.95039, 0.78823, 0.22831 }, { 0.95560, 0.78005, 0.22836 }, { 0.96049, 0.77181, 0.22811 }, { 0.96507, 0.76352, 0.22754 }, { 0.96931, 0.75519, 0.22663 }, { 0.97323, 0.74682, 0.22536 }, { 0.97679, 0.73842, 0.22369 }, { 0.98000, 0.73000, 0.22161 }, { 0.98289, 0.72140, 0.21918 }, { 0.98549, 0.71250, 0.21650 }, { 0.98781, 0.70330, 0.21358 }, { 0.98986, 0.69382, 0.21043 }, { 0.99163, 0.68408, 0.20706 }, { 0.99314, 0.67408, 0.20348 }, { 0.99438, 0.66386, 0.19971 }, { 0.99535, 0.65341, 0.19577 }, { 0.99607, 0.64277, 0.19165 }, { 0.99654, 0.63193, 0.18738 }, { 0.99675, 0.62093, 0.18297 }, { 0.99672, 0.60977, 0.17842 }, { 0.99644, 0.59846, 0.17376 }, { 0.99593, 0.58703, 0.16899 }, { 0.99517, 0.57549, 0.16412 }, { 0.99419, 0.56386, 0.15918 }, { 0.99297, 0.55214, 0.15417 }, { 0.99153, 0.54036, 0.14910 }, { 0.98987, 0.52854, 0.14398 }, { 0.98799, 0.51667, 0.13883 }, { 0.98590, 0.50479, 0.13367 }, { 0.98360, 0.49291, 0.12849 }, { 0.98108, 0.48104, 0.12332 }, { 0.97837, 0.46920, 0.11817 }, { 0.97545, 0.45740, 0.11305 }, { 0.97234, 0.44565, 0.10797 }, { 0.96904, 0.43399, 0.10294 }, { 0.96555, 0.42241, 0.09798 }, { 0.96187, 0.41093, 0.09310 }, { 0.95801, 0.39958, 0.08831 }, { 0.95398, 0.38836, 0.08362 }, { 0.94977, 0.37729, 0.07905 }, { 0.94538, 0.36638, 0.07461 }, { 0.94084, 0.35566, 0.07031 }, { 0.93612, 0.34513, 0.06616 }, { 0.93125, 0.33482, 0.06218 }, { 0.92623, 0.32473, 0.05837 }, { 0.92105, 0.31489, 0.05475 }, { 0.91572, 0.30530, 0.05134 }, { 0.91024, 0.29599, 0.04814 }, { 0.90463, 0.28696, 0.04516 }, { 0.89888, 0.27824, 0.04243 }, { 0.89298, 0.26981, 0.03993 }, { 0.88691, 0.26152, 0.03753 }, { 0.88066, 0.25334, 0.03521 }, { 0.87422, 0.24526, 0.03297 }, { 0.86760, 0.23730, 0.03082 }, { 0.86079, 0.22945, 0.02875 }, { 0.85380, 0.22170, 0.02677 }, { 0.84662, 0.21407, 0.02487 }, { 0.83926, 0.20654, 0.02305 }, { 0.83172, 0.19912, 0.02131 }, { 0.82399, 0.19182, 0.01966 }, { 0.81608, 0.18462, 0.01809 }, { 0.80799, 0.17753, 0.01660 }, { 0.79971, 0.17055, 0.01520 }, { 0.79125, 0.16368, 0.01387 }, { 0.78260, 0.15693, 0.01264 }, { 0.77377, 0.15028, 0.01148 }, { 0.76476, 0.14374, 0.01041 }, { 0.75556, 0.13731, 0.00942 }, { 0.74617, 0.13098, 0.00851 }, { 0.73661, 0.12477, 0.00769 }, { 0.72686, 0.11867, 0.00695 }, { 0.71692, 0.11268, 0.00629 }, { 0.70680, 0.10680, 0.00571 }, { 0.69650, 0.10102, 0.00522 }, { 0.68602, 0.09536, 0.00481 }, { 0.67535, 0.08980, 0.00449 }, { 0.66449, 0.08436, 0.00424 }, { 0.65345, 0.07902, 0.00408 }, { 0.64223, 0.07380, 0.00401 }, { 0.63082, 0.06868, 0.00401 }, { 0.61923, 0.06367, 0.00410 }, { 0.60746, 0.05878, 0.00427 }, { 0.59550, 0.05399, 0.00453 }, { 0.58336, 0.04931, 0.00486 }, { 0.57103, 0.04474, 0.00529 }, { 0.55852, 0.04028, 0.00579 }, { 0.54583, 0.03593, 0.00638 }, { 0.53295, 0.03169, 0.00705 }, { 0.51989, 0.02756, 0.00780 }, { 0.50664, 0.02354, 0.00863 }, { 0.49321, 0.01963, 0.00955 }, { 0.47960, 0.01583, 0.01055 } }; return internal::CalcLerp(x, data); } inline Color GetHotColor(double x) { x = internal::Clamp01(x); constexpr Color r{ 1.0, 0.0, 0.0 }; constexpr Color g{ 0.0, 1.0, 0.0 }; constexpr Color b{ 0.0, 0.0, 1.0 }; if (x < 0.4) { const double t = x / 0.4; return t * r; } else if (x < 0.8) { const double t = (x - 0.4) / (0.8 - 0.4); return r + t * g; } else { const double t = (x - 0.8) / (1.0 - 0.8); return r + g + t * b; } } inline constexpr Color GetGrayColor(double x) noexcept { return Color{ 1.0 - internal::Clamp01(x) }; } inline Color GetMagmaColor(double x) { constexpr Color data[] = { { 0.001462, 0.000466, 0.013866 }, { 0.002258, 0.001295, 0.018331 }, { 0.003279, 0.002305, 0.023708 }, { 0.004512, 0.003490, 0.029965 }, { 0.005950, 0.004843, 0.037130 }, { 0.007588, 0.006356, 0.044973 }, { 0.009426, 0.008022, 0.052844 }, { 0.011465, 0.009828, 0.060750 }, { 0.013708, 0.011771, 0.068667 }, { 0.016156, 0.013840, 0.076603 }, { 0.018815, 0.016026, 0.084584 }, { 0.021692, 0.018320, 0.092610 }, { 0.024792, 0.020715, 0.100676 }, { 0.028123, 0.023201, 0.108787 }, { 0.031696, 0.025765, 0.116965 }, { 0.035520, 0.028397, 0.125209 }, { 0.039608, 0.031090, 0.133515 }, { 0.043830, 0.033830, 0.141886 }, { 0.048062, 0.036607, 0.150327 }, { 0.052320, 0.039407, 0.158841 }, { 0.056615, 0.042160, 0.167446 }, { 0.060949, 0.044794, 0.176129 }, { 0.065330, 0.047318, 0.184892 }, { 0.069764, 0.049726, 0.193735 }, { 0.074257, 0.052017, 0.202660 }, { 0.078815, 0.054184, 0.211667 }, { 0.083446, 0.056225, 0.220755 }, { 0.088155, 0.058133, 0.229922 }, { 0.092949, 0.059904, 0.239164 }, { 0.097833, 0.061531, 0.248477 }, { 0.102815, 0.063010, 0.257854 }, { 0.107899, 0.064335, 0.267289 }, { 0.113094, 0.065492, 0.276784 }, { 0.118405, 0.066479, 0.286321 }, { 0.123833, 0.067295, 0.295879 }, { 0.129380, 0.067935, 0.305443 }, { 0.135053, 0.068391, 0.315000 }, { 0.140858, 0.068654, 0.324538 }, { 0.146785, 0.068738, 0.334011 }, { 0.152839, 0.068637, 0.343404 }, { 0.159018, 0.068354, 0.352688 }, { 0.165308, 0.067911, 0.361816 }, { 0.171713, 0.067305, 0.370771 }, { 0.178212, 0.066576, 0.379497 }, { 0.184801, 0.065732, 0.387973 }, { 0.191460, 0.064818, 0.396152 }, { 0.198177, 0.063862, 0.404009 }, { 0.204935, 0.062907, 0.411514 }, { 0.211718, 0.061992, 0.418647 }, { 0.218512, 0.061158, 0.425392 }, { 0.225302, 0.060445, 0.431742 }, { 0.232077, 0.059889, 0.437695 }, { 0.238826, 0.059517, 0.443256 }, { 0.245543, 0.059352, 0.448436 }, { 0.252220, 0.059415, 0.453248 }, { 0.258857, 0.059706, 0.457710 }, { 0.265447, 0.060237, 0.461840 }, { 0.271994, 0.060994, 0.465660 }, { 0.278493, 0.061978, 0.469190 }, { 0.284951, 0.063168, 0.472451 }, { 0.291366, 0.064553, 0.475462 }, { 0.297740, 0.066117, 0.478243 }, { 0.304081, 0.067835, 0.480812 }, { 0.310382, 0.069702, 0.483186 }, { 0.316654, 0.071690, 0.485380 }, { 0.322899, 0.073782, 0.487408 }, { 0.329114, 0.075972, 0.489287 }, { 0.335308, 0.078236, 0.491024 }, { 0.341482, 0.080564, 0.492631 }, { 0.347636, 0.082946, 0.494121 }, { 0.353773, 0.085373, 0.495501 }, { 0.359898, 0.087831, 0.496778 }, { 0.366012, 0.090314, 0.497960 }, { 0.372116, 0.092816, 0.499053 }, { 0.378211, 0.095332, 0.500067 }, { 0.384299, 0.097855, 0.501002 }, { 0.390384, 0.100379, 0.501864 }, { 0.396467, 0.102902, 0.502658 }, { 0.402548, 0.105420, 0.503386 }, { 0.408629, 0.107930, 0.504052 }, { 0.414709, 0.110431, 0.504662 }, { 0.420791, 0.112920, 0.505215 }, { 0.426877, 0.115395, 0.505714 }, { 0.432967, 0.117855, 0.506160 }, { 0.439062, 0.120298, 0.506555 }, { 0.445163, 0.122724, 0.506901 }, { 0.451271, 0.125132, 0.507198 }, { 0.457386, 0.127522, 0.507448 }, { 0.463508, 0.129893, 0.507652 }, { 0.469640, 0.132245, 0.507809 }, { 0.475780, 0.134577, 0.507921 }, { 0.481929, 0.136891, 0.507989 }, { 0.488088, 0.139186, 0.508011 }, { 0.494258, 0.141462, 0.507988 }, { 0.500438, 0.143719, 0.507920 }, { 0.506629, 0.145958, 0.507806 }, { 0.512831, 0.148179, 0.507648 }, { 0.519045, 0.150383, 0.507443 }, { 0.525270, 0.152569, 0.507192 }, { 0.531507, 0.154739, 0.506895 }, { 0.537755, 0.156894, 0.506551 }, { 0.544015, 0.159033, 0.506159 }, { 0.550287, 0.161158, 0.505719 }, { 0.556571, 0.163269, 0.505230 }, { 0.562866, 0.165368, 0.504692 }, { 0.569172, 0.167454, 0.504105 }, { 0.575490, 0.169530, 0.503466 }, { 0.581819, 0.171596, 0.502777 }, { 0.588158, 0.173652, 0.502035 }, { 0.594508, 0.175701, 0.501241 }, { 0.600868, 0.177743, 0.500394 }, { 0.607238, 0.179779, 0.499492 }, { 0.613617, 0.181811, 0.498536 }, { 0.620005, 0.183840, 0.497524 }, { 0.626401, 0.185867, 0.496456 }, { 0.632805, 0.187893, 0.495332 }, { 0.639216, 0.189921, 0.494150 }, { 0.645633, 0.191952, 0.492910 }, { 0.652056, 0.193986, 0.491611 }, { 0.658483, 0.196027, 0.490253 }, { 0.664915, 0.198075, 0.488836 }, { 0.671349, 0.200133, 0.487358 }, { 0.677786, 0.202203, 0.485819 }, { 0.684224, 0.204286, 0.484219 }, { 0.690661, 0.206384, 0.482558 }, { 0.697098, 0.208501, 0.480835 }, { 0.703532, 0.210638, 0.479049 }, { 0.709962, 0.212797, 0.477201 }, { 0.716387, 0.214982, 0.475290 }, { 0.722805, 0.217194, 0.473316 }, { 0.729216, 0.219437, 0.471279 }, { 0.735616, 0.221713, 0.469180 }, { 0.742004, 0.224025, 0.467018 }, { 0.748378, 0.226377, 0.464794 }, { 0.754737, 0.228772, 0.462509 }, { 0.761077, 0.231214, 0.460162 }, { 0.767398, 0.233705, 0.457755 }, { 0.773695, 0.236249, 0.455289 }, { 0.779968, 0.238851, 0.452765 }, { 0.786212, 0.241514, 0.450184 }, { 0.792427, 0.244242, 0.447543 }, { 0.798608, 0.247040, 0.444848 }, { 0.804752, 0.249911, 0.442102 }, { 0.810855, 0.252861, 0.439305 }, { 0.816914, 0.255895, 0.436461 }, { 0.822926, 0.259016, 0.433573 }, { 0.828886, 0.262229, 0.430644 }, { 0.834791, 0.265540, 0.427671 }, { 0.840636, 0.268953, 0.424666 }, { 0.846416, 0.272473, 0.421631 }, { 0.852126, 0.276106, 0.418573 }, { 0.857763, 0.279857, 0.415496 }, { 0.863320, 0.283729, 0.412403 }, { 0.868793, 0.287728, 0.409303 }, { 0.874176, 0.291859, 0.406205 }, { 0.879464, 0.296125, 0.403118 }, { 0.884651, 0.300530, 0.400047 }, { 0.889731, 0.305079, 0.397002 }, { 0.894700, 0.309773, 0.393995 }, { 0.899552, 0.314616, 0.391037 }, { 0.904281, 0.319610, 0.388137 }, { 0.908884, 0.324755, 0.385308 }, { 0.913354, 0.330052, 0.382563 }, { 0.917689, 0.335500, 0.379915 }, { 0.921884, 0.341098, 0.377376 }, { 0.925937, 0.346844, 0.374959 }, { 0.929845, 0.352734, 0.372677 }, { 0.933606, 0.358764, 0.370541 }, { 0.937221, 0.364929, 0.368567 }, { 0.940687, 0.371224, 0.366762 }, { 0.944006, 0.377643, 0.365136 }, { 0.947180, 0.384178, 0.363701 }, { 0.950210, 0.390820, 0.362468 }, { 0.953099, 0.397563, 0.361438 }, { 0.955849, 0.404400, 0.360619 }, { 0.958464, 0.411324, 0.360014 }, { 0.960949, 0.418323, 0.359630 }, { 0.963310, 0.425390, 0.359469 }, { 0.965549, 0.432519, 0.359529 }, { 0.967671, 0.439703, 0.359810 }, { 0.969680, 0.446936, 0.360311 }, { 0.971582, 0.454210, 0.361030 }, { 0.973381, 0.461520, 0.361965 }, { 0.975082, 0.468861, 0.363111 }, { 0.976690, 0.476226, 0.364466 }, { 0.978210, 0.483612, 0.366025 }, { 0.979645, 0.491014, 0.367783 }, { 0.981000, 0.498428, 0.369734 }, { 0.982279, 0.505851, 0.371874 }, { 0.983485, 0.513280, 0.374198 }, { 0.984622, 0.520713, 0.376698 }, { 0.985693, 0.528148, 0.379371 }, { 0.986700, 0.535582, 0.382210 }, { 0.987646, 0.543015, 0.385210 }, { 0.988533, 0.550446, 0.388365 }, { 0.989363, 0.557873, 0.391671 }, { 0.990138, 0.565296, 0.395122 }, { 0.990871, 0.572706, 0.398714 }, { 0.991558, 0.580107, 0.402441 }, { 0.992196, 0.587502, 0.406299 }, { 0.992785, 0.594891, 0.410283 }, { 0.993326, 0.602275, 0.414390 }, { 0.993834, 0.609644, 0.418613 }, { 0.994309, 0.616999, 0.422950 }, { 0.994738, 0.624350, 0.427397 }, { 0.995122, 0.631696, 0.431951 }, { 0.995480, 0.639027, 0.436607 }, { 0.995810, 0.646344, 0.441361 }, { 0.996096, 0.653659, 0.446213 }, { 0.996341, 0.660969, 0.451160 }, { 0.996580, 0.668256, 0.456192 }, { 0.996775, 0.675541, 0.461314 }, { 0.996925, 0.682828, 0.466526 }, { 0.997077, 0.690088, 0.471811 }, { 0.997186, 0.697349, 0.477182 }, { 0.997254, 0.704611, 0.482635 }, { 0.997325, 0.711848, 0.488154 }, { 0.997351, 0.719089, 0.493755 }, { 0.997351, 0.726324, 0.499428 }, { 0.997341, 0.733545, 0.505167 }, { 0.997285, 0.740772, 0.510983 }, { 0.997228, 0.747981, 0.516859 }, { 0.997138, 0.755190, 0.522806 }, { 0.997019, 0.762398, 0.528821 }, { 0.996898, 0.769591, 0.534892 }, { 0.996727, 0.776795, 0.541039 }, { 0.996571, 0.783977, 0.547233 }, { 0.996369, 0.791167, 0.553499 }, { 0.996162, 0.798348, 0.559820 }, { 0.995932, 0.805527, 0.566202 }, { 0.995680, 0.812706, 0.572645 }, { 0.995424, 0.819875, 0.579140 }, { 0.995131, 0.827052, 0.585701 }, { 0.994851, 0.834213, 0.592307 }, { 0.994524, 0.841387, 0.598983 }, { 0.994222, 0.848540, 0.605696 }, { 0.993866, 0.855711, 0.612482 }, { 0.993545, 0.862859, 0.619299 }, { 0.993170, 0.870024, 0.626189 }, { 0.992831, 0.877168, 0.633109 }, { 0.992440, 0.884330, 0.640099 }, { 0.992089, 0.891470, 0.647116 }, { 0.991688, 0.898627, 0.654202 }, { 0.991332, 0.905763, 0.661309 }, { 0.990930, 0.912915, 0.668481 }, { 0.990570, 0.920049, 0.675675 }, { 0.990175, 0.927196, 0.682926 }, { 0.989815, 0.934329, 0.690198 }, { 0.989434, 0.941470, 0.697519 }, { 0.989077, 0.948604, 0.704863 }, { 0.988717, 0.955742, 0.712242 }, { 0.988367, 0.962878, 0.719649 }, { 0.988033, 0.970012, 0.727077 }, { 0.987691, 0.977154, 0.734536 }, { 0.987387, 0.984288, 0.742002 }, { 0.987053, 0.991438, 0.749504 } }; return internal::CalcLerp(x, data); } inline Color GetInfernoColor(double x) { constexpr Color data[] = { { 0.001462, 0.000466, 0.013866 }, { 0.002267, 0.001270, 0.018570 }, { 0.003299, 0.002249, 0.024239 }, { 0.004547, 0.003392, 0.030909 }, { 0.006006, 0.004692, 0.038558 }, { 0.007676, 0.006136, 0.046836 }, { 0.009561, 0.007713, 0.055143 }, { 0.011663, 0.009417, 0.063460 }, { 0.013995, 0.011225, 0.071862 }, { 0.016561, 0.013136, 0.080282 }, { 0.019373, 0.015133, 0.088767 }, { 0.022447, 0.017199, 0.097327 }, { 0.025793, 0.019331, 0.105930 }, { 0.029432, 0.021503, 0.114621 }, { 0.033385, 0.023702, 0.123397 }, { 0.037668, 0.025921, 0.132232 }, { 0.042253, 0.028139, 0.141141 }, { 0.046915, 0.030324, 0.150164 }, { 0.051644, 0.032474, 0.159254 }, { 0.056449, 0.034569, 0.168414 }, { 0.061340, 0.036590, 0.177642 }, { 0.066331, 0.038504, 0.186962 }, { 0.071429, 0.040294, 0.196354 }, { 0.076637, 0.041905, 0.205799 }, { 0.081962, 0.043328, 0.215289 }, { 0.087411, 0.044556, 0.224813 }, { 0.092990, 0.045583, 0.234358 }, { 0.098702, 0.046402, 0.243904 }, { 0.104551, 0.047008, 0.253430 }, { 0.110536, 0.047399, 0.262912 }, { 0.116656, 0.047574, 0.272321 }, { 0.122908, 0.047536, 0.281624 }, { 0.129285, 0.047293, 0.290788 }, { 0.135778, 0.046856, 0.299776 }, { 0.142378, 0.046242, 0.308553 }, { 0.149073, 0.045468, 0.317085 }, { 0.155850, 0.044559, 0.325338 }, { 0.162689, 0.043554, 0.333277 }, { 0.169575, 0.042489, 0.340874 }, { 0.176493, 0.041402, 0.348111 }, { 0.183429, 0.040329, 0.354971 }, { 0.190367, 0.039309, 0.361447 }, { 0.197297, 0.038400, 0.367535 }, { 0.204209, 0.037632, 0.373238 }, { 0.211095, 0.037030, 0.378563 }, { 0.217949, 0.036615, 0.383522 }, { 0.224763, 0.036405, 0.388129 }, { 0.231538, 0.036405, 0.392400 }, { 0.238273, 0.036621, 0.396353 }, { 0.244967, 0.037055, 0.400007 }, { 0.251620, 0.037705, 0.403378 }, { 0.258234, 0.038571, 0.406485 }, { 0.264810, 0.039647, 0.409345 }, { 0.271347, 0.040922, 0.411976 }, { 0.277850, 0.042353, 0.414392 }, { 0.284321, 0.043933, 0.416608 }, { 0.290763, 0.045644, 0.418637 }, { 0.297178, 0.047470, 0.420491 }, { 0.303568, 0.049396, 0.422182 }, { 0.309935, 0.051407, 0.423721 }, { 0.316282, 0.053490, 0.425116 }, { 0.322610, 0.055634, 0.426377 }, { 0.328921, 0.057827, 0.427511 }, { 0.335217, 0.060060, 0.428524 }, { 0.341500, 0.062325, 0.429425 }, { 0.347771, 0.064616, 0.430217 }, { 0.354032, 0.066925, 0.430906 }, { 0.360284, 0.069247, 0.431497 }, { 0.366529, 0.071579, 0.431994 }, { 0.372768, 0.073915, 0.432400 }, { 0.379001, 0.076253, 0.432719 }, { 0.385228, 0.078591, 0.432955 }, { 0.391453, 0.080927, 0.433109 }, { 0.397674, 0.083257, 0.433183 }, { 0.403894, 0.085580, 0.433179 }, { 0.410113, 0.087896, 0.433098 }, { 0.416331, 0.090203, 0.432943 }, { 0.422549, 0.092501, 0.432714 }, { 0.428768, 0.094790, 0.432412 }, { 0.434987, 0.097069, 0.432039 }, { 0.441207, 0.099338, 0.431594 }, { 0.447428, 0.101597, 0.431080 }, { 0.453651, 0.103848, 0.430498 }, { 0.459875, 0.106089, 0.429846 }, { 0.466100, 0.108322, 0.429125 }, { 0.472328, 0.110547, 0.428334 }, { 0.478558, 0.112764, 0.427475 }, { 0.484789, 0.114974, 0.426548 }, { 0.491022, 0.117179, 0.425552 }, { 0.497257, 0.119379, 0.424488 }, { 0.503493, 0.121575, 0.423356 }, { 0.509730, 0.123769, 0.422156 }, { 0.515967, 0.125960, 0.420887 }, { 0.522206, 0.128150, 0.419549 }, { 0.528444, 0.130341, 0.418142 }, { 0.534683, 0.132534, 0.416667 }, { 0.540920, 0.134729, 0.415123 }, { 0.547157, 0.136929, 0.413511 }, { 0.553392, 0.139134, 0.411829 }, { 0.559624, 0.141346, 0.410078 }, { 0.565854, 0.143567, 0.408258 }, { 0.572081, 0.145797, 0.406369 }, { 0.578304, 0.148039, 0.404411 }, { 0.584521, 0.150294, 0.402385 }, { 0.590734, 0.152563, 0.400290 }, { 0.596940, 0.154848, 0.398125 }, { 0.603139, 0.157151, 0.395891 }, { 0.609330, 0.159474, 0.393589 }, { 0.615513, 0.161817, 0.391219 }, { 0.621685, 0.164184, 0.388781 }, { 0.627847, 0.166575, 0.386276 }, { 0.633998, 0.168992, 0.383704 }, { 0.640135, 0.171438, 0.381065 }, { 0.646260, 0.173914, 0.378359 }, { 0.652369, 0.176421, 0.375586 }, { 0.658463, 0.178962, 0.372748 }, { 0.664540, 0.181539, 0.369846 }, { 0.670599, 0.184153, 0.366879 }, { 0.676638, 0.186807, 0.363849 }, { 0.682656, 0.189501, 0.360757 }, { 0.688653, 0.192239, 0.357603 }, { 0.694627, 0.195021, 0.354388 }, { 0.700576, 0.197851, 0.351113 }, { 0.706500, 0.200728, 0.347777 }, { 0.712396, 0.203656, 0.344383 }, { 0.718264, 0.206636, 0.340931 }, { 0.724103, 0.209670, 0.337424 }, { 0.729909, 0.212759, 0.333861 }, { 0.735683, 0.215906, 0.330245 }, { 0.741423, 0.219112, 0.326576 }, { 0.747127, 0.222378, 0.322856 }, { 0.752794, 0.225706, 0.319085 }, { 0.758422, 0.229097, 0.315266 }, { 0.764010, 0.232554, 0.311399 }, { 0.769556, 0.236077, 0.307485 }, { 0.775059, 0.239667, 0.303526 }, { 0.780517, 0.243327, 0.299523 }, { 0.785929, 0.247056, 0.295477 }, { 0.791293, 0.250856, 0.291390 }, { 0.796607, 0.254728, 0.287264 }, { 0.801871, 0.258674, 0.283099 }, { 0.807082, 0.262692, 0.278898 }, { 0.812239, 0.266786, 0.274661 }, { 0.817341, 0.270954, 0.270390 }, { 0.822386, 0.275197, 0.266085 }, { 0.827372, 0.279517, 0.261750 }, { 0.832299, 0.283913, 0.257383 }, { 0.837165, 0.288385, 0.252988 }, { 0.841969, 0.292933, 0.248564 }, { 0.846709, 0.297559, 0.244113 }, { 0.851384, 0.302260, 0.239636 }, { 0.855992, 0.307038, 0.235133 }, { 0.860533, 0.311892, 0.230606 }, { 0.865006, 0.316822, 0.226055 }, { 0.869409, 0.321827, 0.221482 }, { 0.873741, 0.326906, 0.216886 }, { 0.878001, 0.332060, 0.212268 }, { 0.882188, 0.337287, 0.207628 }, { 0.886302, 0.342586, 0.202968 }, { 0.890341, 0.347957, 0.198286 }, { 0.894305, 0.353399, 0.193584 }, { 0.898192, 0.358911, 0.188860 }, { 0.902003, 0.364492, 0.184116 }, { 0.905735, 0.370140, 0.179350 }, { 0.909390, 0.375856, 0.174563 }, { 0.912966, 0.381636, 0.169755 }, { 0.916462, 0.387481, 0.164924 }, { 0.919879, 0.393389, 0.160070 }, { 0.923215, 0.399359, 0.155193 }, { 0.926470, 0.405389, 0.150292 }, { 0.929644, 0.411479, 0.145367 }, { 0.932737, 0.417627, 0.140417 }, { 0.935747, 0.423831, 0.135440 }, { 0.938675, 0.430091, 0.130438 }, { 0.941521, 0.436405, 0.125409 }, { 0.944285, 0.442772, 0.120354 }, { 0.946965, 0.449191, 0.115272 }, { 0.949562, 0.455660, 0.110164 }, { 0.952075, 0.462178, 0.105031 }, { 0.954506, 0.468744, 0.099874 }, { 0.956852, 0.475356, 0.094695 }, { 0.959114, 0.482014, 0.089499 }, { 0.961293, 0.488716, 0.084289 }, { 0.963387, 0.495462, 0.079073 }, { 0.965397, 0.502249, 0.073859 }, { 0.967322, 0.509078, 0.068659 }, { 0.969163, 0.515946, 0.063488 }, { 0.970919, 0.522853, 0.058367 }, { 0.972590, 0.529798, 0.053324 }, { 0.974176, 0.536780, 0.048392 }, { 0.975677, 0.543798, 0.043618 }, { 0.977092, 0.550850, 0.039050 }, { 0.978422, 0.557937, 0.034931 }, { 0.979666, 0.565057, 0.031409 }, { 0.980824, 0.572209, 0.028508 }, { 0.981895, 0.579392, 0.026250 }, { 0.982881, 0.586606, 0.024661 }, { 0.983779, 0.593849, 0.023770 }, { 0.984591, 0.601122, 0.023606 }, { 0.985315, 0.608422, 0.024202 }, { 0.985952, 0.615750, 0.025592 }, { 0.986502, 0.623105, 0.027814 }, { 0.986964, 0.630485, 0.030908 }, { 0.987337, 0.637890, 0.034916 }, { 0.987622, 0.645320, 0.039886 }, { 0.987819, 0.652773, 0.045581 }, { 0.987926, 0.660250, 0.051750 }, { 0.987945, 0.667748, 0.058329 }, { 0.987874, 0.675267, 0.065257 }, { 0.987714, 0.682807, 0.072489 }, { 0.987464, 0.690366, 0.079990 }, { 0.987124, 0.697944, 0.087731 }, { 0.986694, 0.705540, 0.095694 }, { 0.986175, 0.713153, 0.103863 }, { 0.985566, 0.720782, 0.112229 }, { 0.984865, 0.728427, 0.120785 }, { 0.984075, 0.736087, 0.129527 }, { 0.983196, 0.743758, 0.138453 }, { 0.982228, 0.751442, 0.147565 }, { 0.981173, 0.759135, 0.156863 }, { 0.980032, 0.766837, 0.166353 }, { 0.978806, 0.774545, 0.176037 }, { 0.977497, 0.782258, 0.185923 }, { 0.976108, 0.789974, 0.196018 }, { 0.974638, 0.797692, 0.206332 }, { 0.973088, 0.805409, 0.216877 }, { 0.971468, 0.813122, 0.227658 }, { 0.969783, 0.820825, 0.238686 }, { 0.968041, 0.828515, 0.249972 }, { 0.966243, 0.836191, 0.261534 }, { 0.964394, 0.843848, 0.273391 }, { 0.962517, 0.851476, 0.285546 }, { 0.960626, 0.859069, 0.298010 }, { 0.958720, 0.866624, 0.310820 }, { 0.956834, 0.874129, 0.323974 }, { 0.954997, 0.881569, 0.337475 }, { 0.953215, 0.888942, 0.351369 }, { 0.951546, 0.896226, 0.365627 }, { 0.950018, 0.903409, 0.380271 }, { 0.948683, 0.910473, 0.395289 }, { 0.947594, 0.917399, 0.410665 }, { 0.946809, 0.924168, 0.426373 }, { 0.946392, 0.930761, 0.442367 }, { 0.946403, 0.937159, 0.458592 }, { 0.946903, 0.943348, 0.474970 }, { 0.947937, 0.949318, 0.491426 }, { 0.949545, 0.955063, 0.507860 }, { 0.951740, 0.960587, 0.524203 }, { 0.954529, 0.965896, 0.540361 }, { 0.957896, 0.971003, 0.556275 }, { 0.961812, 0.975924, 0.571925 }, { 0.966249, 0.980678, 0.587206 }, { 0.971162, 0.985282, 0.602154 }, { 0.976511, 0.989753, 0.616760 }, { 0.982257, 0.994109, 0.631017 }, { 0.988362, 0.998364, 0.644924 } }; return internal::CalcLerp(x, data); } inline Color GetPlasmaColor(double x) { constexpr Color data[] = { { 0.050383, 0.029803, 0.527975 }, { 0.063536, 0.028426, 0.533124 }, { 0.075353, 0.027206, 0.538007 }, { 0.086222, 0.026125, 0.542658 }, { 0.096379, 0.025165, 0.547103 }, { 0.105980, 0.024309, 0.551368 }, { 0.115124, 0.023556, 0.555468 }, { 0.123903, 0.022878, 0.559423 }, { 0.132381, 0.022258, 0.563250 }, { 0.140603, 0.021687, 0.566959 }, { 0.148607, 0.021154, 0.570562 }, { 0.156421, 0.020651, 0.574065 }, { 0.164070, 0.020171, 0.577478 }, { 0.171574, 0.019706, 0.580806 }, { 0.178950, 0.019252, 0.584054 }, { 0.186213, 0.018803, 0.587228 }, { 0.193374, 0.018354, 0.590330 }, { 0.200445, 0.017902, 0.593364 }, { 0.207435, 0.017442, 0.596333 }, { 0.214350, 0.016973, 0.599239 }, { 0.221197, 0.016497, 0.602083 }, { 0.227983, 0.016007, 0.604867 }, { 0.234715, 0.015502, 0.607592 }, { 0.241396, 0.014979, 0.610259 }, { 0.248032, 0.014439, 0.612868 }, { 0.254627, 0.013882, 0.615419 }, { 0.261183, 0.013308, 0.617911 }, { 0.267703, 0.012716, 0.620346 }, { 0.274191, 0.012109, 0.622722 }, { 0.280648, 0.011488, 0.625038 }, { 0.287076, 0.010855, 0.627295 }, { 0.293478, 0.010213, 0.629490 }, { 0.299855, 0.009561, 0.631624 }, { 0.306210, 0.008902, 0.633694 }, { 0.312543, 0.008239, 0.635700 }, { 0.318856, 0.007576, 0.637640 }, { 0.325150, 0.006915, 0.639512 }, { 0.331426, 0.006261, 0.641316 }, { 0.337683, 0.005618, 0.643049 }, { 0.343925, 0.004991, 0.644710 }, { 0.350150, 0.004382, 0.646298 }, { 0.356359, 0.003798, 0.647810 }, { 0.362553, 0.003243, 0.649245 }, { 0.368733, 0.002724, 0.650601 }, { 0.374897, 0.002245, 0.651876 }, { 0.381047, 0.001814, 0.653068 }, { 0.387183, 0.001434, 0.654177 }, { 0.393304, 0.001114, 0.655199 }, { 0.399411, 0.000859, 0.656133 }, { 0.405503, 0.000678, 0.656977 }, { 0.411580, 0.000577, 0.657730 }, { 0.417642, 0.000564, 0.658390 }, { 0.423689, 0.000646, 0.658956 }, { 0.429719, 0.000831, 0.659425 }, { 0.435734, 0.001127, 0.659797 }, { 0.441732, 0.001540, 0.660069 }, { 0.447714, 0.002080, 0.660240 }, { 0.453677, 0.002755, 0.660310 }, { 0.459623, 0.003574, 0.660277 }, { 0.465550, 0.004545, 0.660139 }, { 0.471457, 0.005678, 0.659897 }, { 0.477344, 0.006980, 0.659549 }, { 0.483210, 0.008460, 0.659095 }, { 0.489055, 0.010127, 0.658534 }, { 0.494877, 0.011990, 0.657865 }, { 0.500678, 0.014055, 0.657088 }, { 0.506454, 0.016333, 0.656202 }, { 0.512206, 0.018833, 0.655209 }, { 0.517933, 0.021563, 0.654109 }, { 0.523633, 0.024532, 0.652901 }, { 0.529306, 0.027747, 0.651586 }, { 0.534952, 0.031217, 0.650165 }, { 0.540570, 0.034950, 0.648640 }, { 0.546157, 0.038954, 0.647010 }, { 0.551715, 0.043136, 0.645277 }, { 0.557243, 0.047331, 0.643443 }, { 0.562738, 0.051545, 0.641509 }, { 0.568201, 0.055778, 0.639477 }, { 0.573632, 0.060028, 0.637349 }, { 0.579029, 0.064296, 0.635126 }, { 0.584391, 0.068579, 0.632812 }, { 0.589719, 0.072878, 0.630408 }, { 0.595011, 0.077190, 0.627917 }, { 0.600266, 0.081516, 0.625342 }, { 0.605485, 0.085854, 0.622686 }, { 0.610667, 0.090204, 0.619951 }, { 0.615812, 0.094564, 0.617140 }, { 0.620919, 0.098934, 0.614257 }, { 0.625987, 0.103312, 0.611305 }, { 0.631017, 0.107699, 0.608287 }, { 0.636008, 0.112092, 0.605205 }, { 0.640959, 0.116492, 0.602065 }, { 0.645872, 0.120898, 0.598867 }, { 0.650746, 0.125309, 0.595617 }, { 0.655580, 0.129725, 0.592317 }, { 0.660374, 0.134144, 0.588971 }, { 0.665129, 0.138566, 0.585582 }, { 0.669845, 0.142992, 0.582154 }, { 0.674522, 0.147419, 0.578688 }, { 0.679160, 0.151848, 0.575189 }, { 0.683758, 0.156278, 0.571660 }, { 0.688318, 0.160709, 0.568103 }, { 0.692840, 0.165141, 0.564522 }, { 0.697324, 0.169573, 0.560919 }, { 0.701769, 0.174005, 0.557296 }, { 0.706178, 0.178437, 0.553657 }, { 0.710549, 0.182868, 0.550004 }, { 0.714883, 0.187299, 0.546338 }, { 0.719181, 0.191729, 0.542663 }, { 0.723444, 0.196158, 0.538981 }, { 0.727670, 0.200586, 0.535293 }, { 0.731862, 0.205013, 0.531601 }, { 0.736019, 0.209439, 0.527908 }, { 0.740143, 0.213864, 0.524216 }, { 0.744232, 0.218288, 0.520524 }, { 0.748289, 0.222711, 0.516834 }, { 0.752312, 0.227133, 0.513149 }, { 0.756304, 0.231555, 0.509468 }, { 0.760264, 0.235976, 0.505794 }, { 0.764193, 0.240396, 0.502126 }, { 0.768090, 0.244817, 0.498465 }, { 0.771958, 0.249237, 0.494813 }, { 0.775796, 0.253658, 0.491171 }, { 0.779604, 0.258078, 0.487539 }, { 0.783383, 0.262500, 0.483918 }, { 0.787133, 0.266922, 0.480307 }, { 0.790855, 0.271345, 0.476706 }, { 0.794549, 0.275770, 0.473117 }, { 0.798216, 0.280197, 0.469538 }, { 0.801855, 0.284626, 0.465971 }, { 0.805467, 0.289057, 0.462415 }, { 0.809052, 0.293491, 0.458870 }, { 0.812612, 0.297928, 0.455338 }, { 0.816144, 0.302368, 0.451816 }, { 0.819651, 0.306812, 0.448306 }, { 0.823132, 0.311261, 0.444806 }, { 0.826588, 0.315714, 0.441316 }, { 0.830018, 0.320172, 0.437836 }, { 0.833422, 0.324635, 0.434366 }, { 0.836801, 0.329105, 0.430905 }, { 0.840155, 0.333580, 0.427455 }, { 0.843484, 0.338062, 0.424013 }, { 0.846788, 0.342551, 0.420579 }, { 0.850066, 0.347048, 0.417153 }, { 0.853319, 0.351553, 0.413734 }, { 0.856547, 0.356066, 0.410322 }, { 0.859750, 0.360588, 0.406917 }, { 0.862927, 0.365119, 0.403519 }, { 0.866078, 0.369660, 0.400126 }, { 0.869203, 0.374212, 0.396738 }, { 0.872303, 0.378774, 0.393355 }, { 0.875376, 0.383347, 0.389976 }, { 0.878423, 0.387932, 0.386600 }, { 0.881443, 0.392529, 0.383229 }, { 0.884436, 0.397139, 0.379860 }, { 0.887402, 0.401762, 0.376494 }, { 0.890340, 0.406398, 0.373130 }, { 0.893250, 0.411048, 0.369768 }, { 0.896131, 0.415712, 0.366407 }, { 0.898984, 0.420392, 0.363047 }, { 0.901807, 0.425087, 0.359688 }, { 0.904601, 0.429797, 0.356329 }, { 0.907365, 0.434524, 0.352970 }, { 0.910098, 0.439268, 0.349610 }, { 0.912800, 0.444029, 0.346251 }, { 0.915471, 0.448807, 0.342890 }, { 0.918109, 0.453603, 0.339529 }, { 0.920714, 0.458417, 0.336166 }, { 0.923287, 0.463251, 0.332801 }, { 0.925825, 0.468103, 0.329435 }, { 0.928329, 0.472975, 0.326067 }, { 0.930798, 0.477867, 0.322697 }, { 0.933232, 0.482780, 0.319325 }, { 0.935630, 0.487712, 0.315952 }, { 0.937990, 0.492667, 0.312575 }, { 0.940313, 0.497642, 0.309197 }, { 0.942598, 0.502639, 0.305816 }, { 0.944844, 0.507658, 0.302433 }, { 0.947051, 0.512699, 0.299049 }, { 0.949217, 0.517763, 0.295662 }, { 0.951344, 0.522850, 0.292275 }, { 0.953428, 0.527960, 0.288883 }, { 0.955470, 0.533093, 0.285490 }, { 0.957469, 0.538250, 0.282096 }, { 0.959424, 0.543431, 0.278701 }, { 0.961336, 0.548636, 0.275305 }, { 0.963203, 0.553865, 0.271909 }, { 0.965024, 0.559118, 0.268513 }, { 0.966798, 0.564396, 0.265118 }, { 0.968526, 0.569700, 0.261721 }, { 0.970205, 0.575028, 0.258325 }, { 0.971835, 0.580382, 0.254931 }, { 0.973416, 0.585761, 0.251540 }, { 0.974947, 0.591165, 0.248151 }, { 0.976428, 0.596595, 0.244767 }, { 0.977856, 0.602051, 0.241387 }, { 0.979233, 0.607532, 0.238013 }, { 0.980556, 0.613039, 0.234646 }, { 0.981826, 0.618572, 0.231287 }, { 0.983041, 0.624131, 0.227937 }, { 0.984199, 0.629718, 0.224595 }, { 0.985301, 0.635330, 0.221265 }, { 0.986345, 0.640969, 0.217948 }, { 0.987332, 0.646633, 0.214648 }, { 0.988260, 0.652325, 0.211364 }, { 0.989128, 0.658043, 0.208100 }, { 0.989935, 0.663787, 0.204859 }, { 0.990681, 0.669558, 0.201642 }, { 0.991365, 0.675355, 0.198453 }, { 0.991985, 0.681179, 0.195295 }, { 0.992541, 0.687030, 0.192170 }, { 0.993032, 0.692907, 0.189084 }, { 0.993456, 0.698810, 0.186041 }, { 0.993814, 0.704741, 0.183043 }, { 0.994103, 0.710698, 0.180097 }, { 0.994324, 0.716681, 0.177208 }, { 0.994474, 0.722691, 0.174381 }, { 0.994553, 0.728728, 0.171622 }, { 0.994561, 0.734791, 0.168938 }, { 0.994495, 0.740880, 0.166335 }, { 0.994355, 0.746995, 0.163821 }, { 0.994141, 0.753137, 0.161404 }, { 0.993851, 0.759304, 0.159092 }, { 0.993482, 0.765499, 0.156891 }, { 0.993033, 0.771720, 0.154808 }, { 0.992505, 0.777967, 0.152855 }, { 0.991897, 0.784239, 0.151042 }, { 0.991209, 0.790537, 0.149377 }, { 0.990439, 0.796859, 0.147870 }, { 0.989587, 0.803205, 0.146529 }, { 0.988648, 0.809579, 0.145357 }, { 0.987621, 0.815978, 0.144363 }, { 0.986509, 0.822401, 0.143557 }, { 0.985314, 0.828846, 0.142945 }, { 0.984031, 0.835315, 0.142528 }, { 0.982653, 0.841812, 0.142303 }, { 0.981190, 0.848329, 0.142279 }, { 0.979644, 0.854866, 0.142453 }, { 0.977995, 0.861432, 0.142808 }, { 0.976265, 0.868016, 0.143351 }, { 0.974443, 0.874622, 0.144061 }, { 0.972530, 0.881250, 0.144923 }, { 0.970533, 0.887896, 0.145919 }, { 0.968443, 0.894564, 0.147014 }, { 0.966271, 0.901249, 0.148180 }, { 0.964021, 0.907950, 0.149370 }, { 0.961681, 0.914672, 0.150520 }, { 0.959276, 0.921407, 0.151566 }, { 0.956808, 0.928152, 0.152409 }, { 0.954287, 0.934908, 0.152921 }, { 0.951726, 0.941671, 0.152925 }, { 0.949151, 0.948435, 0.152178 }, { 0.946602, 0.955190, 0.150328 }, { 0.944152, 0.961916, 0.146861 }, { 0.941896, 0.968590, 0.140956 }, { 0.940015, 0.975158, 0.131326 } }; return internal::CalcLerp(x, data); } inline Color GetViridisColor(double x) { constexpr Color data[] = { { 0.267004, 0.004874, 0.329415 }, { 0.268510, 0.009605, 0.335427 }, { 0.269944, 0.014625, 0.341379 }, { 0.271305, 0.019942, 0.347269 }, { 0.272594, 0.025563, 0.353093 }, { 0.273809, 0.031497, 0.358853 }, { 0.274952, 0.037752, 0.364543 }, { 0.276022, 0.044167, 0.370164 }, { 0.277018, 0.050344, 0.375715 }, { 0.277941, 0.056324, 0.381191 }, { 0.278791, 0.062145, 0.386592 }, { 0.279566, 0.067836, 0.391917 }, { 0.280267, 0.073417, 0.397163 }, { 0.280894, 0.078907, 0.402329 }, { 0.281446, 0.084320, 0.407414 }, { 0.281924, 0.089666, 0.412415 }, { 0.282327, 0.094955, 0.417331 }, { 0.282656, 0.100196, 0.422160 }, { 0.282910, 0.105393, 0.426902 }, { 0.283091, 0.110553, 0.431554 }, { 0.283197, 0.115680, 0.436115 }, { 0.283229, 0.120777, 0.440584 }, { 0.283187, 0.125848, 0.444960 }, { 0.283072, 0.130895, 0.449241 }, { 0.282884, 0.135920, 0.453427 }, { 0.282623, 0.140926, 0.457517 }, { 0.282290, 0.145912, 0.461510 }, { 0.281887, 0.150881, 0.465405 }, { 0.281412, 0.155834, 0.469201 }, { 0.280868, 0.160771, 0.472899 }, { 0.280255, 0.165693, 0.476498 }, { 0.279574, 0.170599, 0.479997 }, { 0.278826, 0.175490, 0.483397 }, { 0.278012, 0.180367, 0.486697 }, { 0.277134, 0.185228, 0.489898 }, { 0.276194, 0.190074, 0.493001 }, { 0.275191, 0.194905, 0.496005 }, { 0.274128, 0.199721, 0.498911 }, { 0.273006, 0.204520, 0.501721 }, { 0.271828, 0.209303, 0.504434 }, { 0.270595, 0.214069, 0.507052 }, { 0.269308, 0.218818, 0.509577 }, { 0.267968, 0.223549, 0.512008 }, { 0.266580, 0.228262, 0.514349 }, { 0.265145, 0.232956, 0.516599 }, { 0.263663, 0.237631, 0.518762 }, { 0.262138, 0.242286, 0.520837 }, { 0.260571, 0.246922, 0.522828 }, { 0.258965, 0.251537, 0.524736 }, { 0.257322, 0.256130, 0.526563 }, { 0.255645, 0.260703, 0.528312 }, { 0.253935, 0.265254, 0.529983 }, { 0.252194, 0.269783, 0.531579 }, { 0.250425, 0.274290, 0.533103 }, { 0.248629, 0.278775, 0.534556 }, { 0.246811, 0.283237, 0.535941 }, { 0.244972, 0.287675, 0.537260 }, { 0.243113, 0.292092, 0.538516 }, { 0.241237, 0.296485, 0.539709 }, { 0.239346, 0.300855, 0.540844 }, { 0.237441, 0.305202, 0.541921 }, { 0.235526, 0.309527, 0.542944 }, { 0.233603, 0.313828, 0.543914 }, { 0.231674, 0.318106, 0.544834 }, { 0.229739, 0.322361, 0.545706 }, { 0.227802, 0.326594, 0.546532 }, { 0.225863, 0.330805, 0.547314 }, { 0.223925, 0.334994, 0.548053 }, { 0.221989, 0.339161, 0.548752 }, { 0.220057, 0.343307, 0.549413 }, { 0.218130, 0.347432, 0.550038 }, { 0.216210, 0.351535, 0.550627 }, { 0.214298, 0.355619, 0.551184 }, { 0.212395, 0.359683, 0.551710 }, { 0.210503, 0.363727, 0.552206 }, { 0.208623, 0.367752, 0.552675 }, { 0.206756, 0.371758, 0.553117 }, { 0.204903, 0.375746, 0.553533 }, { 0.203063, 0.379716, 0.553925 }, { 0.201239, 0.383670, 0.554294 }, { 0.199430, 0.387607, 0.554642 }, { 0.197636, 0.391528, 0.554969 }, { 0.195860, 0.395433, 0.555276 }, { 0.194100, 0.399323, 0.555565 }, { 0.192357, 0.403199, 0.555836 }, { 0.190631, 0.407061, 0.556089 }, { 0.188923, 0.410910, 0.556326 }, { 0.187231, 0.414746, 0.556547 }, { 0.185556, 0.418570, 0.556753 }, { 0.183898, 0.422383, 0.556944 }, { 0.182256, 0.426184, 0.557120 }, { 0.180629, 0.429975, 0.557282 }, { 0.179019, 0.433756, 0.557430 }, { 0.177423, 0.437527, 0.557565 }, { 0.175841, 0.441290, 0.557685 }, { 0.174274, 0.445044, 0.557792 }, { 0.172719, 0.448791, 0.557885 }, { 0.171176, 0.452530, 0.557965 }, { 0.169646, 0.456262, 0.558030 }, { 0.168126, 0.459988, 0.558082 }, { 0.166617, 0.463708, 0.558119 }, { 0.165117, 0.467423, 0.558141 }, { 0.163625, 0.471133, 0.558148 }, { 0.162142, 0.474838, 0.558140 }, { 0.160665, 0.478540, 0.558115 }, { 0.159194, 0.482237, 0.558073 }, { 0.157729, 0.485932, 0.558013 }, { 0.156270, 0.489624, 0.557936 }, { 0.154815, 0.493313, 0.557840 }, { 0.153364, 0.497000, 0.557724 }, { 0.151918, 0.500685, 0.557587 }, { 0.150476, 0.504369, 0.557430 }, { 0.149039, 0.508051, 0.557250 }, { 0.147607, 0.511733, 0.557049 }, { 0.146180, 0.515413, 0.556823 }, { 0.144759, 0.519093, 0.556572 }, { 0.143343, 0.522773, 0.556295 }, { 0.141935, 0.526453, 0.555991 }, { 0.140536, 0.530132, 0.555659 }, { 0.139147, 0.533812, 0.555298 }, { 0.137770, 0.537492, 0.554906 }, { 0.136408, 0.541173, 0.554483 }, { 0.135066, 0.544853, 0.554029 }, { 0.133743, 0.548535, 0.553541 }, { 0.132444, 0.552216, 0.553018 }, { 0.131172, 0.555899, 0.552459 }, { 0.129933, 0.559582, 0.551864 }, { 0.128729, 0.563265, 0.551229 }, { 0.127568, 0.566949, 0.550556 }, { 0.126453, 0.570633, 0.549841 }, { 0.125394, 0.574318, 0.549086 }, { 0.124395, 0.578002, 0.548287 }, { 0.123463, 0.581687, 0.547445 }, { 0.122606, 0.585371, 0.546557 }, { 0.121831, 0.589055, 0.545623 }, { 0.121148, 0.592739, 0.544641 }, { 0.120565, 0.596422, 0.543611 }, { 0.120092, 0.600104, 0.542530 }, { 0.119738, 0.603785, 0.541400 }, { 0.119512, 0.607464, 0.540218 }, { 0.119423, 0.611141, 0.538982 }, { 0.119483, 0.614817, 0.537692 }, { 0.119699, 0.618490, 0.536347 }, { 0.120081, 0.622161, 0.534946 }, { 0.120638, 0.625828, 0.533488 }, { 0.121380, 0.629492, 0.531973 }, { 0.122312, 0.633153, 0.530398 }, { 0.123444, 0.636809, 0.528763 }, { 0.124780, 0.640461, 0.527068 }, { 0.126326, 0.644107, 0.525311 }, { 0.128087, 0.647749, 0.523491 }, { 0.130067, 0.651384, 0.521608 }, { 0.132268, 0.655014, 0.519661 }, { 0.134692, 0.658636, 0.517649 }, { 0.137339, 0.662252, 0.515571 }, { 0.140210, 0.665859, 0.513427 }, { 0.143303, 0.669459, 0.511215 }, { 0.146616, 0.673050, 0.508936 }, { 0.150148, 0.676631, 0.506589 }, { 0.153894, 0.680203, 0.504172 }, { 0.157851, 0.683765, 0.501686 }, { 0.162016, 0.687316, 0.499129 }, { 0.166383, 0.690856, 0.496502 }, { 0.170948, 0.694384, 0.493803 }, { 0.175707, 0.697900, 0.491033 }, { 0.180653, 0.701402, 0.488189 }, { 0.185783, 0.704891, 0.485273 }, { 0.191090, 0.708366, 0.482284 }, { 0.196571, 0.711827, 0.479221 }, { 0.202219, 0.715272, 0.476084 }, { 0.208030, 0.718701, 0.472873 }, { 0.214000, 0.722114, 0.469588 }, { 0.220124, 0.725509, 0.466226 }, { 0.226397, 0.728888, 0.462789 }, { 0.232815, 0.732247, 0.459277 }, { 0.239374, 0.735588, 0.455688 }, { 0.246070, 0.738910, 0.452024 }, { 0.252899, 0.742211, 0.448284 }, { 0.259857, 0.745492, 0.444467 }, { 0.266941, 0.748751, 0.440573 }, { 0.274149, 0.751988, 0.436601 }, { 0.281477, 0.755203, 0.432552 }, { 0.288921, 0.758394, 0.428426 }, { 0.296479, 0.761561, 0.424223 }, { 0.304148, 0.764704, 0.419943 }, { 0.311925, 0.767822, 0.415586 }, { 0.319809, 0.770914, 0.411152 }, { 0.327796, 0.773980, 0.406640 }, { 0.335885, 0.777018, 0.402049 }, { 0.344074, 0.780029, 0.397381 }, { 0.352360, 0.783011, 0.392636 }, { 0.360741, 0.785964, 0.387814 }, { 0.369214, 0.788888, 0.382914 }, { 0.377779, 0.791781, 0.377939 }, { 0.386433, 0.794644, 0.372886 }, { 0.395174, 0.797475, 0.367757 }, { 0.404001, 0.800275, 0.362552 }, { 0.412913, 0.803041, 0.357269 }, { 0.421908, 0.805774, 0.351910 }, { 0.430983, 0.808473, 0.346476 }, { 0.440137, 0.811138, 0.340967 }, { 0.449368, 0.813768, 0.335384 }, { 0.458674, 0.816363, 0.329727 }, { 0.468053, 0.818921, 0.323998 }, { 0.477504, 0.821444, 0.318195 }, { 0.487026, 0.823929, 0.312321 }, { 0.496615, 0.826376, 0.306377 }, { 0.506271, 0.828786, 0.300362 }, { 0.515992, 0.831158, 0.294279 }, { 0.525776, 0.833491, 0.288127 }, { 0.535621, 0.835785, 0.281908 }, { 0.545524, 0.838039, 0.275626 }, { 0.555484, 0.840254, 0.269281 }, { 0.565498, 0.842430, 0.262877 }, { 0.575563, 0.844566, 0.256415 }, { 0.585678, 0.846661, 0.249897 }, { 0.595839, 0.848717, 0.243329 }, { 0.606045, 0.850733, 0.236712 }, { 0.616293, 0.852709, 0.230052 }, { 0.626579, 0.854645, 0.223353 }, { 0.636902, 0.856542, 0.216620 }, { 0.647257, 0.858400, 0.209861 }, { 0.657642, 0.860219, 0.203082 }, { 0.668054, 0.861999, 0.196293 }, { 0.678489, 0.863742, 0.189503 }, { 0.688944, 0.865448, 0.182725 }, { 0.699415, 0.867117, 0.175971 }, { 0.709898, 0.868751, 0.169257 }, { 0.720391, 0.870350, 0.162603 }, { 0.730889, 0.871916, 0.156029 }, { 0.741388, 0.873449, 0.149561 }, { 0.751884, 0.874951, 0.143228 }, { 0.762373, 0.876424, 0.137064 }, { 0.772852, 0.877868, 0.131109 }, { 0.783315, 0.879285, 0.125405 }, { 0.793760, 0.880678, 0.120005 }, { 0.804182, 0.882046, 0.114965 }, { 0.814576, 0.883393, 0.110347 }, { 0.824940, 0.884720, 0.106217 }, { 0.835270, 0.886029, 0.102646 }, { 0.845561, 0.887322, 0.099702 }, { 0.855810, 0.888601, 0.097452 }, { 0.866013, 0.889868, 0.095953 }, { 0.876168, 0.891125, 0.095250 }, { 0.886271, 0.892374, 0.095374 }, { 0.896320, 0.893616, 0.096335 }, { 0.906311, 0.894855, 0.098125 }, { 0.916242, 0.896091, 0.100717 }, { 0.926106, 0.897330, 0.104071 }, { 0.935904, 0.898570, 0.108131 }, { 0.945636, 0.899815, 0.112838 }, { 0.955300, 0.901065, 0.118128 }, { 0.964894, 0.902323, 0.123941 }, { 0.974417, 0.903590, 0.130215 }, { 0.983868, 0.904867, 0.136897 }, { 0.993248, 0.906157, 0.143936 } }; return internal::CalcLerp(x, data); } inline Color GetCividisColor(double x) { constexpr Color data[] = { { 0.0000, 0.1262, 0.3015 }, { 0.0000, 0.1292, 0.3077 }, { 0.0000, 0.1321, 0.3142 }, { 0.0000, 0.1350, 0.3205 }, { 0.0000, 0.1379, 0.3269 }, { 0.0000, 0.1408, 0.3334 }, { 0.0000, 0.1437, 0.3400 }, { 0.0000, 0.1465, 0.3467 }, { 0.0000, 0.1492, 0.3537 }, { 0.0000, 0.1519, 0.3606 }, { 0.0000, 0.1546, 0.3676 }, { 0.0000, 0.1574, 0.3746 }, { 0.0000, 0.1601, 0.3817 }, { 0.0000, 0.1629, 0.3888 }, { 0.0000, 0.1657, 0.3960 }, { 0.0000, 0.1685, 0.4031 }, { 0.0000, 0.1714, 0.4102 }, { 0.0000, 0.1743, 0.4172 }, { 0.0000, 0.1773, 0.4241 }, { 0.0000, 0.1798, 0.4307 }, { 0.0000, 0.1817, 0.4347 }, { 0.0000, 0.1834, 0.4363 }, { 0.0000, 0.1852, 0.4368 }, { 0.0000, 0.1872, 0.4368 }, { 0.0000, 0.1901, 0.4365 }, { 0.0000, 0.1930, 0.4361 }, { 0.0000, 0.1958, 0.4356 }, { 0.0000, 0.1987, 0.4349 }, { 0.0000, 0.2015, 0.4343 }, { 0.0000, 0.2044, 0.4336 }, { 0.0000, 0.2073, 0.4329 }, { 0.0055, 0.2101, 0.4322 }, { 0.0236, 0.2130, 0.4314 }, { 0.0416, 0.2158, 0.4308 }, { 0.0576, 0.2187, 0.4301 }, { 0.0710, 0.2215, 0.4293 }, { 0.0827, 0.2244, 0.4287 }, { 0.0932, 0.2272, 0.4280 }, { 0.1030, 0.2300, 0.4274 }, { 0.1120, 0.2329, 0.4268 }, { 0.1204, 0.2357, 0.4262 }, { 0.1283, 0.2385, 0.4256 }, { 0.1359, 0.2414, 0.4251 }, { 0.1431, 0.2442, 0.4245 }, { 0.1500, 0.2470, 0.4241 }, { 0.1566, 0.2498, 0.4236 }, { 0.1630, 0.2526, 0.4232 }, { 0.1692, 0.2555, 0.4228 }, { 0.1752, 0.2583, 0.4224 }, { 0.1811, 0.2611, 0.4220 }, { 0.1868, 0.2639, 0.4217 }, { 0.1923, 0.2667, 0.4214 }, { 0.1977, 0.2695, 0.4212 }, { 0.2030, 0.2723, 0.4209 }, { 0.2082, 0.2751, 0.4207 }, { 0.2133, 0.2780, 0.4205 }, { 0.2183, 0.2808, 0.4204 }, { 0.2232, 0.2836, 0.4203 }, { 0.2281, 0.2864, 0.4202 }, { 0.2328, 0.2892, 0.4201 }, { 0.2375, 0.2920, 0.4200 }, { 0.2421, 0.2948, 0.4200 }, { 0.2466, 0.2976, 0.4200 }, { 0.2511, 0.3004, 0.4201 }, { 0.2556, 0.3032, 0.4201 }, { 0.2599, 0.3060, 0.4202 }, { 0.2643, 0.3088, 0.4203 }, { 0.2686, 0.3116, 0.4205 }, { 0.2728, 0.3144, 0.4206 }, { 0.2770, 0.3172, 0.4208 }, { 0.2811, 0.3200, 0.4210 }, { 0.2853, 0.3228, 0.4212 }, { 0.2894, 0.3256, 0.4215 }, { 0.2934, 0.3284, 0.4218 }, { 0.2974, 0.3312, 0.4221 }, { 0.3014, 0.3340, 0.4224 }, { 0.3054, 0.3368, 0.4227 }, { 0.3093, 0.3396, 0.4231 }, { 0.3132, 0.3424, 0.4236 }, { 0.3170, 0.3453, 0.4240 }, { 0.3209, 0.3481, 0.4244 }, { 0.3247, 0.3509, 0.4249 }, { 0.3285, 0.3537, 0.4254 }, { 0.3323, 0.3565, 0.4259 }, { 0.3361, 0.3593, 0.4264 }, { 0.3398, 0.3622, 0.4270 }, { 0.3435, 0.3650, 0.4276 }, { 0.3472, 0.3678, 0.4282 }, { 0.3509, 0.3706, 0.4288 }, { 0.3546, 0.3734, 0.4294 }, { 0.3582, 0.3763, 0.4302 }, { 0.3619, 0.3791, 0.4308 }, { 0.3655, 0.3819, 0.4316 }, { 0.3691, 0.3848, 0.4322 }, { 0.3727, 0.3876, 0.4331 }, { 0.3763, 0.3904, 0.4338 }, { 0.3798, 0.3933, 0.4346 }, { 0.3834, 0.3961, 0.4355 }, { 0.3869, 0.3990, 0.4364 }, { 0.3905, 0.4018, 0.4372 }, { 0.3940, 0.4047, 0.4381 }, { 0.3975, 0.4075, 0.4390 }, { 0.4010, 0.4104, 0.4400 }, { 0.4045, 0.4132, 0.4409 }, { 0.4080, 0.4161, 0.4419 }, { 0.4114, 0.4189, 0.4430 }, { 0.4149, 0.4218, 0.4440 }, { 0.4183, 0.4247, 0.4450 }, { 0.4218, 0.4275, 0.4462 }, { 0.4252, 0.4304, 0.4473 }, { 0.4286, 0.4333, 0.4485 }, { 0.4320, 0.4362, 0.4496 }, { 0.4354, 0.4390, 0.4508 }, { 0.4388, 0.4419, 0.4521 }, { 0.4422, 0.4448, 0.4534 }, { 0.4456, 0.4477, 0.4547 }, { 0.4489, 0.4506, 0.4561 }, { 0.4523, 0.4535, 0.4575 }, { 0.4556, 0.4564, 0.4589 }, { 0.4589, 0.4593, 0.4604 }, { 0.4622, 0.4622, 0.4620 }, { 0.4656, 0.4651, 0.4635 }, { 0.4689, 0.4680, 0.4650 }, { 0.4722, 0.4709, 0.4665 }, { 0.4756, 0.4738, 0.4679 }, { 0.4790, 0.4767, 0.4691 }, { 0.4825, 0.4797, 0.4701 }, { 0.4861, 0.4826, 0.4707 }, { 0.4897, 0.4856, 0.4714 }, { 0.4934, 0.4886, 0.4719 }, { 0.4971, 0.4915, 0.4723 }, { 0.5008, 0.4945, 0.4727 }, { 0.5045, 0.4975, 0.4730 }, { 0.5083, 0.5005, 0.4732 }, { 0.5121, 0.5035, 0.4734 }, { 0.5158, 0.5065, 0.4736 }, { 0.5196, 0.5095, 0.4737 }, { 0.5234, 0.5125, 0.4738 }, { 0.5272, 0.5155, 0.4739 }, { 0.5310, 0.5186, 0.4739 }, { 0.5349, 0.5216, 0.4738 }, { 0.5387, 0.5246, 0.4739 }, { 0.5425, 0.5277, 0.4738 }, { 0.5464, 0.5307, 0.4736 }, { 0.5502, 0.5338, 0.4735 }, { 0.5541, 0.5368, 0.4733 }, { 0.5579, 0.5399, 0.4732 }, { 0.5618, 0.5430, 0.4729 }, { 0.5657, 0.5461, 0.4727 }, { 0.5696, 0.5491, 0.4723 }, { 0.5735, 0.5522, 0.4720 }, { 0.5774, 0.5553, 0.4717 }, { 0.5813, 0.5584, 0.4714 }, { 0.5852, 0.5615, 0.4709 }, { 0.5892, 0.5646, 0.4705 }, { 0.5931, 0.5678, 0.4701 }, { 0.5970, 0.5709, 0.4696 }, { 0.6010, 0.5740, 0.4691 }, { 0.6050, 0.5772, 0.4685 }, { 0.6089, 0.5803, 0.4680 }, { 0.6129, 0.5835, 0.4673 }, { 0.6168, 0.5866, 0.4668 }, { 0.6208, 0.5898, 0.4662 }, { 0.6248, 0.5929, 0.4655 }, { 0.6288, 0.5961, 0.4649 }, { 0.6328, 0.5993, 0.4641 }, { 0.6368, 0.6025, 0.4632 }, { 0.6408, 0.6057, 0.4625 }, { 0.6449, 0.6089, 0.4617 }, { 0.6489, 0.6121, 0.4609 }, { 0.6529, 0.6153, 0.4600 }, { 0.6570, 0.6185, 0.4591 }, { 0.6610, 0.6217, 0.4583 }, { 0.6651, 0.6250, 0.4573 }, { 0.6691, 0.6282, 0.4562 }, { 0.6732, 0.6315, 0.4553 }, { 0.6773, 0.6347, 0.4543 }, { 0.6813, 0.6380, 0.4532 }, { 0.6854, 0.6412, 0.4521 }, { 0.6895, 0.6445, 0.4511 }, { 0.6936, 0.6478, 0.4499 }, { 0.6977, 0.6511, 0.4487 }, { 0.7018, 0.6544, 0.4475 }, { 0.7060, 0.6577, 0.4463 }, { 0.7101, 0.6610, 0.4450 }, { 0.7142, 0.6643, 0.4437 }, { 0.7184, 0.6676, 0.4424 }, { 0.7225, 0.6710, 0.4409 }, { 0.7267, 0.6743, 0.4396 }, { 0.7308, 0.6776, 0.4382 }, { 0.7350, 0.6810, 0.4368 }, { 0.7392, 0.6844, 0.4352 }, { 0.7434, 0.6877, 0.4338 }, { 0.7476, 0.6911, 0.4322 }, { 0.7518, 0.6945, 0.4307 }, { 0.7560, 0.6979, 0.4290 }, { 0.7602, 0.7013, 0.4273 }, { 0.7644, 0.7047, 0.4258 }, { 0.7686, 0.7081, 0.4241 }, { 0.7729, 0.7115, 0.4223 }, { 0.7771, 0.7150, 0.4205 }, { 0.7814, 0.7184, 0.4188 }, { 0.7856, 0.7218, 0.4168 }, { 0.7899, 0.7253, 0.4150 }, { 0.7942, 0.7288, 0.4129 }, { 0.7985, 0.7322, 0.4111 }, { 0.8027, 0.7357, 0.4090 }, { 0.8070, 0.7392, 0.4070 }, { 0.8114, 0.7427, 0.4049 }, { 0.8157, 0.7462, 0.4028 }, { 0.8200, 0.7497, 0.4007 }, { 0.8243, 0.7532, 0.3984 }, { 0.8287, 0.7568, 0.3961 }, { 0.8330, 0.7603, 0.3938 }, { 0.8374, 0.7639, 0.3915 }, { 0.8417, 0.7674, 0.3892 }, { 0.8461, 0.7710, 0.3869 }, { 0.8505, 0.7745, 0.3843 }, { 0.8548, 0.7781, 0.3818 }, { 0.8592, 0.7817, 0.3793 }, { 0.8636, 0.7853, 0.3766 }, { 0.8681, 0.7889, 0.3739 }, { 0.8725, 0.7926, 0.3712 }, { 0.8769, 0.7962, 0.3684 }, { 0.8813, 0.7998, 0.3657 }, { 0.8858, 0.8035, 0.3627 }, { 0.8902, 0.8071, 0.3599 }, { 0.8947, 0.8108, 0.3569 }, { 0.8992, 0.8145, 0.3538 }, { 0.9037, 0.8182, 0.3507 }, { 0.9082, 0.8219, 0.3474 }, { 0.9127, 0.8256, 0.3442 }, { 0.9172, 0.8293, 0.3409 }, { 0.9217, 0.8330, 0.3374 }, { 0.9262, 0.8367, 0.3340 }, { 0.9308, 0.8405, 0.3306 }, { 0.9353, 0.8442, 0.3268 }, { 0.9399, 0.8480, 0.3232 }, { 0.9444, 0.8518, 0.3195 }, { 0.9490, 0.8556, 0.3155 }, { 0.9536, 0.8593, 0.3116 }, { 0.9582, 0.8632, 0.3076 }, { 0.9628, 0.8670, 0.3034 }, { 0.9674, 0.8708, 0.2990 }, { 0.9721, 0.8746, 0.2947 }, { 0.9767, 0.8785, 0.2901 }, { 0.9814, 0.8823, 0.2856 }, { 0.9860, 0.8862, 0.2807 }, { 0.9907, 0.8901, 0.2759 }, { 0.9954, 0.8940, 0.2708 }, { 1.0000, 0.8979, 0.2655 }, { 1.0000, 0.9018, 0.2600 }, { 1.0000, 0.9057, 0.2593 }, { 1.0000, 0.9094, 0.2634 }, { 1.0000, 0.9131, 0.2680 }, { 1.0000, 0.9169, 0.2731 } }; return internal::CalcLerp(x, data); } inline Color GetGithubColor(double x) { constexpr Color data[] = { { 0.933333, 0.933333, 0.933333 }, { 0.776470, 0.894117, 0.545098 }, { 0.482352, 0.788235, 0.435294 }, { 0.137254, 0.603921, 0.231372 }, { 0.098039, 0.380392, 0.152941 } }; return internal::CalcLerp(x, data); } inline Color GetCubehelixColor(double x) { constexpr Color data[] = { { 0.000000, 0.000000, 0.000000 }, { 0.006716, 0.002119, 0.005970 }, { 0.013252, 0.004287, 0.012162 }, { 0.019599, 0.006514, 0.018563 }, { 0.025748, 0.008803, 0.025162 }, { 0.031691, 0.011164, 0.031946 }, { 0.037421, 0.013600, 0.038902 }, { 0.042932, 0.016118, 0.046016 }, { 0.048217, 0.018724, 0.053275 }, { 0.053271, 0.021423, 0.060666 }, { 0.058090, 0.024220, 0.068173 }, { 0.062670, 0.027119, 0.075781 }, { 0.067008, 0.030126, 0.083478 }, { 0.071101, 0.033243, 0.091246 }, { 0.074947, 0.036475, 0.099072 }, { 0.078546, 0.039824, 0.106939 }, { 0.081898, 0.043295, 0.114834 }, { 0.085002, 0.046889, 0.122740 }, { 0.087860, 0.050609, 0.130643 }, { 0.090474, 0.054457, 0.138527 }, { 0.092845, 0.058434, 0.146378 }, { 0.094978, 0.062542, 0.154180 }, { 0.096875, 0.066781, 0.161918 }, { 0.098542, 0.071152, 0.169579 }, { 0.099984, 0.075655, 0.177147 }, { 0.101205, 0.080290, 0.184609 }, { 0.102212, 0.085055, 0.191951 }, { 0.103013, 0.089951, 0.199159 }, { 0.103615, 0.094975, 0.206221 }, { 0.104025, 0.100126, 0.213124 }, { 0.104252, 0.105403, 0.219855 }, { 0.104305, 0.110801, 0.226402 }, { 0.104194, 0.116320, 0.232755 }, { 0.103929, 0.121956, 0.238903 }, { 0.103519, 0.127705, 0.244834 }, { 0.102976, 0.133564, 0.250541 }, { 0.102310, 0.139529, 0.256012 }, { 0.101534, 0.145596, 0.261240 }, { 0.100659, 0.151759, 0.266217 }, { 0.099697, 0.158016, 0.270935 }, { 0.098661, 0.164359, 0.275388 }, { 0.097563, 0.170785, 0.279569 }, { 0.096415, 0.177287, 0.283474 }, { 0.095232, 0.183860, 0.287097 }, { 0.094026, 0.190498, 0.290434 }, { 0.092810, 0.197194, 0.293483 }, { 0.091597, 0.203943, 0.296240 }, { 0.090402, 0.210739, 0.298703 }, { 0.089237, 0.217573, 0.300873 }, { 0.088115, 0.224441, 0.302747 }, { 0.087051, 0.231334, 0.304327 }, { 0.086056, 0.238247, 0.305612 }, { 0.085146, 0.245171, 0.306606 }, { 0.084331, 0.252101, 0.307310 }, { 0.083626, 0.259028, 0.307728 }, { 0.083043, 0.265946, 0.307863 }, { 0.082594, 0.272848, 0.307720 }, { 0.082291, 0.279726, 0.307304 }, { 0.082148, 0.286573, 0.306621 }, { 0.082174, 0.293383, 0.305677 }, { 0.082381, 0.300147, 0.304480 }, { 0.082780, 0.306860, 0.303037 }, { 0.083383, 0.313514, 0.301356 }, { 0.084198, 0.320102, 0.299448 }, { 0.085235, 0.326618, 0.297320 }, { 0.086504, 0.333055, 0.294984 }, { 0.088014, 0.339406, 0.292449 }, { 0.089772, 0.345666, 0.289728 }, { 0.091787, 0.351829, 0.286831 }, { 0.094066, 0.357887, 0.283771 }, { 0.096615, 0.363836, 0.280560 }, { 0.099441, 0.369671, 0.277211 }, { 0.102549, 0.375385, 0.273736 }, { 0.105944, 0.380974, 0.270151 }, { 0.109630, 0.386433, 0.266468 }, { 0.113611, 0.391757, 0.262703 }, { 0.117891, 0.396943, 0.258868 }, { 0.122472, 0.401985, 0.254979 }, { 0.127356, 0.406881, 0.251051 }, { 0.132543, 0.411627, 0.247099 }, { 0.138035, 0.416220, 0.243137 }, { 0.143832, 0.420656, 0.239182 }, { 0.149933, 0.424934, 0.235247 }, { 0.156336, 0.429052, 0.231350 }, { 0.163040, 0.433007, 0.227504 }, { 0.170042, 0.436798, 0.223726 }, { 0.177339, 0.440423, 0.220029 }, { 0.184927, 0.443882, 0.216431 }, { 0.192802, 0.447175, 0.212944 }, { 0.200958, 0.450301, 0.209585 }, { 0.209391, 0.453260, 0.206367 }, { 0.218092, 0.456053, 0.203306 }, { 0.227057, 0.458680, 0.200415 }, { 0.236277, 0.461144, 0.197707 }, { 0.245744, 0.463444, 0.195197 }, { 0.255451, 0.465584, 0.192898 }, { 0.265388, 0.467565, 0.190822 }, { 0.275545, 0.469391, 0.188982 }, { 0.285913, 0.471062, 0.187389 }, { 0.296481, 0.472584, 0.186055 }, { 0.307239, 0.473959, 0.184992 }, { 0.318175, 0.475191, 0.184208 }, { 0.329277, 0.476285, 0.183716 }, { 0.340534, 0.477243, 0.183523 }, { 0.351934, 0.478072, 0.183638 }, { 0.363463, 0.478776, 0.184071 }, { 0.375109, 0.479360, 0.184829 }, { 0.386858, 0.479829, 0.185918 }, { 0.398697, 0.480190, 0.187345 }, { 0.410613, 0.480448, 0.189115 }, { 0.422591, 0.480609, 0.191235 }, { 0.434618, 0.480679, 0.193708 }, { 0.446680, 0.480665, 0.196538 }, { 0.458762, 0.480574, 0.199728 }, { 0.470850, 0.480412, 0.203280 }, { 0.482930, 0.480186, 0.207197 }, { 0.494987, 0.479903, 0.211478 }, { 0.507008, 0.479572, 0.216124 }, { 0.518978, 0.479198, 0.221136 }, { 0.530883, 0.478789, 0.226510 }, { 0.542708, 0.478353, 0.232247 }, { 0.554441, 0.477898, 0.238342 }, { 0.566067, 0.477430, 0.244794 }, { 0.577573, 0.476958, 0.251597 }, { 0.588945, 0.476490, 0.258747 }, { 0.600171, 0.476032, 0.266239 }, { 0.611237, 0.475592, 0.274067 }, { 0.622132, 0.475178, 0.282223 }, { 0.632842, 0.474798, 0.290702 }, { 0.643357, 0.474459, 0.299495 }, { 0.653665, 0.474168, 0.308593 }, { 0.663755, 0.473933, 0.317987 }, { 0.673616, 0.473761, 0.327668 }, { 0.683239, 0.473658, 0.337626 }, { 0.692613, 0.473632, 0.347849 }, { 0.701729, 0.473690, 0.358327 }, { 0.710579, 0.473838, 0.369047 }, { 0.719155, 0.474083, 0.379998 }, { 0.727448, 0.474430, 0.391167 }, { 0.735453, 0.474886, 0.402541 }, { 0.743162, 0.475457, 0.414106 }, { 0.750569, 0.476148, 0.425849 }, { 0.757669, 0.476964, 0.437755 }, { 0.764458, 0.477911, 0.449811 }, { 0.770932, 0.478994, 0.462001 }, { 0.777086, 0.480216, 0.474310 }, { 0.782918, 0.481583, 0.486725 }, { 0.788426, 0.483098, 0.499228 }, { 0.793609, 0.484765, 0.511805 }, { 0.798465, 0.486587, 0.524441 }, { 0.802993, 0.488567, 0.537119 }, { 0.807196, 0.490708, 0.549824 }, { 0.811072, 0.493013, 0.562540 }, { 0.814625, 0.495483, 0.575253 }, { 0.817855, 0.498121, 0.587945 }, { 0.820767, 0.500927, 0.600602 }, { 0.823364, 0.503903, 0.613208 }, { 0.825649, 0.507050, 0.625748 }, { 0.827628, 0.510368, 0.638207 }, { 0.829305, 0.513857, 0.650570 }, { 0.830688, 0.517516, 0.662822 }, { 0.831781, 0.521346, 0.674949 }, { 0.832593, 0.525345, 0.686938 }, { 0.833130, 0.529511, 0.698773 }, { 0.833402, 0.533844, 0.710443 }, { 0.833416, 0.538342, 0.721933 }, { 0.833181, 0.543001, 0.733232 }, { 0.832708, 0.547820, 0.744327 }, { 0.832006, 0.552795, 0.755206 }, { 0.831086, 0.557924, 0.765859 }, { 0.829958, 0.563202, 0.776274 }, { 0.828633, 0.568627, 0.786443 }, { 0.827124, 0.574193, 0.796354 }, { 0.825442, 0.579897, 0.805999 }, { 0.823599, 0.585733, 0.815370 }, { 0.821608, 0.591698, 0.824459 }, { 0.819482, 0.597785, 0.833258 }, { 0.817233, 0.603990, 0.841761 }, { 0.814875, 0.610307, 0.849963 }, { 0.812421, 0.616730, 0.857858 }, { 0.809884, 0.623252, 0.865441 }, { 0.807278, 0.629869, 0.872709 }, { 0.804617, 0.636573, 0.879658 }, { 0.801914, 0.643359, 0.886286 }, { 0.799183, 0.650218, 0.892592 }, { 0.796438, 0.657146, 0.898574 }, { 0.793692, 0.664134, 0.904231 }, { 0.790959, 0.671176, 0.909565 }, { 0.788253, 0.678264, 0.914576 }, { 0.785586, 0.685392, 0.919267 }, { 0.782973, 0.692553, 0.923639 }, { 0.780425, 0.699738, 0.927695 }, { 0.777957, 0.706942, 0.931441 }, { 0.775579, 0.714157, 0.934879 }, { 0.773305, 0.721375, 0.938016 }, { 0.771147, 0.728589, 0.940857 }, { 0.769116, 0.735793, 0.943409 }, { 0.767224, 0.742979, 0.945678 }, { 0.765481, 0.750140, 0.947673 }, { 0.763898, 0.757269, 0.949402 }, { 0.762485, 0.764360, 0.950874 }, { 0.761251, 0.771405, 0.952098 }, { 0.760207, 0.778399, 0.953084 }, { 0.759360, 0.785335, 0.953843 }, { 0.758718, 0.792207, 0.954386 }, { 0.758290, 0.799008, 0.954724 }, { 0.758082, 0.805734, 0.954869 }, { 0.758101, 0.812378, 0.954833 }, { 0.758353, 0.818934, 0.954629 }, { 0.758842, 0.825399, 0.954270 }, { 0.759575, 0.831767, 0.953769 }, { 0.760554, 0.838033, 0.953140 }, { 0.761784, 0.844192, 0.952397 }, { 0.763267, 0.850242, 0.951554 }, { 0.765006, 0.856178, 0.950625 }, { 0.767001, 0.861997, 0.949624 }, { 0.769255, 0.867695, 0.948567 }, { 0.771766, 0.873270, 0.947467 }, { 0.774535, 0.878718, 0.946340 }, { 0.777561, 0.884039, 0.945201 }, { 0.780841, 0.889230, 0.944063 }, { 0.784374, 0.894289, 0.942942 }, { 0.788156, 0.899216, 0.941853 }, { 0.792184, 0.904010, 0.940809 }, { 0.796453, 0.908669, 0.939825 }, { 0.800958, 0.913194, 0.938916 }, { 0.805694, 0.917586, 0.938095 }, { 0.810654, 0.921845, 0.937376 }, { 0.815832, 0.925971, 0.936772 }, { 0.821221, 0.929967, 0.936297 }, { 0.826811, 0.933833, 0.935962 }, { 0.832595, 0.937572, 0.935781 }, { 0.838565, 0.941187, 0.935766 }, { 0.844709, 0.944679, 0.935927 }, { 0.851018, 0.948053, 0.936275 }, { 0.857482, 0.951311, 0.936822 }, { 0.864090, 0.954457, 0.937578 }, { 0.870830, 0.957495, 0.938550 }, { 0.877690, 0.960430, 0.939749 }, { 0.884659, 0.963266, 0.941183 }, { 0.891723, 0.966009, 0.942858 }, { 0.898871, 0.968662, 0.944783 }, { 0.906088, 0.971233, 0.946962 }, { 0.913362, 0.973726, 0.949402 }, { 0.920679, 0.976147, 0.952108 }, { 0.928026, 0.978504, 0.955083 }, { 0.935387, 0.980802, 0.958331 }, { 0.942750, 0.983048, 0.961854 }, { 0.950101, 0.985249, 0.965654 }, { 0.957424, 0.987412, 0.969733 }, { 0.964706, 0.989543, 0.974090 }, { 0.971932, 0.991652, 0.978724 }, { 0.979088, 0.993744, 0.983635 }, { 0.986161, 0.995828, 0.988820 }, { 0.993136, 0.997910, 0.994276 }, { 1.000000, 1.000000, 1.000000 } }; return internal::CalcLerp(x, data); } #if defined(TINYCOLORMAP_WITH_QT5) && defined(TINYCOLORMAP_WITH_EIGEN) inline QImage CreateMatrixVisualization(const Eigen::MatrixXd& matrix) { const int w = matrix.cols(); const int h = matrix.rows(); const double max_coeff = matrix.maxCoeff(); const double min_coeff = matrix.minCoeff(); const Eigen::MatrixXd normalized = (1.0 / (max_coeff - min_coeff)) * (matrix - Eigen::MatrixXd::Constant(h, w, min_coeff)); QImage image(w, h, QImage::Format_ARGB32); for (int x = 0; x < w; ++ x) { for (int y = 0; y < h; ++ y) { const QColor color = tinycolormap::GetColor(normalized(y, x)).ConvertToQColor(); image.setPixel(x, y, color.rgb()); } } return image; } inline void ExportMatrixVisualization(const Eigen::MatrixXd& matrix, const std::string& path) { CreateMatrixVisualization(matrix).save(QString::fromStdString(path)); } #endif } #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_color_printf.hpp
.hpp
5,673
156
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __TOOLS_COLOR_PRINT_HPP__ #define __TOOLS_COLOR_PRINT_HPP__ #include <stdio.h> #include <string.h> #include <iostream> /* * Make screen print colorful :) * Author: Jiarong Lin * Related link: * [1] https://en.wikipedia.org/wiki/ANSI_escape_code * [2] https://github.com/caffedrine/CPP_Utils/blob/597fe5200be87fa1db2d2aa5d8a07c3bc32a66cd/Utils/include/AnsiColors.h * */ // const std::string _tools_color_printf_version = "V1.0"; // const std::string _tools_color_printf_info = "[Init]: Add macros, add scope_color()"; const std::string _tools_color_printf_version = "V1.2"; const std::string _tools_color_printf_info = "[Enh]: Add delete lines, ANSI_SCREEN_FLUSH"; using std::cout; using std::endl; // clang-format off #ifdef EMPTY_ANSI_COLORS #define ANSI_COLOR_RED "" #define ANSI_COLOR_RED_BOLD "" #define ANSI_COLOR_GREEN "" #define ANSI_COLOR_GREEN_BOLD "" #define ANSI_COLOR_YELLOW "" #define ANSI_COLOR_YELLOW_BOLD "" #define ANSI_COLOR_BLUE "" #define ANSI_COLOR_BLUE_BOLD "" #define ANSI_COLOR_MAGENTA "" #define ANSI_COLOR_MAGENTA_BOLD "" #else #define ANSI_COLOR_RED "\x1b[0;31m" #define ANSI_COLOR_RED_BOLD "\x1b[1;31m" #define ANSI_COLOR_RED_BG "\x1b[0;41m" #define ANSI_COLOR_GREEN "\x1b[0;32m" #define ANSI_COLOR_GREEN_BOLD "\x1b[1;32m" #define ANSI_COLOR_GREEN_BG "\x1b[0;42m" #define ANSI_COLOR_YELLOW "\x1b[0;33m" #define ANSI_COLOR_YELLOW_BOLD "\x1b[1;33m" #define ANSI_COLOR_YELLOW_BG "\x1b[0;43m" #define ANSI_COLOR_BLUE "\x1b[0;34m" #define ANSI_COLOR_BLUE_BOLD "\x1b[1;34m" #define ANSI_COLOR_BLUE_BG "\x1b[0;44m" #define ANSI_COLOR_MAGENTA "\x1b[0;35m" #define ANSI_COLOR_MAGENTA_BOLD "\x1b[1;35m" #define ANSI_COLOR_MAGENTA_BG "\x1b[0;45m" #define ANSI_COLOR_CYAN "\x1b[0;36m" #define ANSI_COLOR_CYAN_BOLD "\x1b[1;36m" #define ANSI_COLOR_CYAN_BG "\x1b[0;46m" #define ANSI_COLOR_WHITE "\x1b[0;37m" #define ANSI_COLOR_WHITE_BOLD "\x1b[1;37m" #define ANSI_COLOR_WHITE_BG "\x1b[0;47m" #define ANSI_COLOR_BLACK "\x1b[0;30m" #define ANSI_COLOR_BLACK_BOLD "\x1b[1;30m" #define ANSI_COLOR_BLACK_BG "\x1b[0;40m" #define ANSI_COLOR_RESET "\x1b[0m" #define ANSI_DELETE_LAST_LINE "\033[A\33[2K\r" #define ANSI_DELETE_CURRENT_LINE "\33[2K\r" #define ANSI_SCREEN_FLUSH std::fflush(stdout); #define SET_PRINT_COLOR( a ) cout << a ; #endif // clang-format on struct _Scope_color { _Scope_color( const char * color ) { cout << color; } ~_Scope_color() { cout << ANSI_COLOR_RESET; } }; #define scope_color(a) _Scope_color _scope(a); // inline int demo_test_color_printf() // { // int i, j, n; // for ( i = 0; i < 11; i++ ) // { // for ( j = 0; j < 10; j++ ) // { // n = 10 * i + j; // if ( n > 108 ) // break; // printf( "\033[%dm %3d\033[m", n, n ); // } // printf( "\n" ); // } // return ( 0 ); // }; #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_angleaxis_ad.h
.h
11,035
292
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef EIGEN_ANGLEAXIS_H_MINE #define EIGEN_ANGLEAXIS_H_MINE #ifndef EIGEN_ANGLEAXIS_H #define EIGEN_ANGLEAXIS_H #endif #include <Eigen/Eigen> namespace Eigen { /** \geometry_module \ingroup Geometry_Module * * \class AngleAxis * * \brief Represents a 3D rotation as a rotation angle around an arbitrary 3D axis * * \param _Scalar the scalar type, i.e., the type of the coefficients. * * \warning When setting up an AngleAxis object, the axis vector \b must \b be \b normalized. * * The following two typedefs are provided for convenience: * \li \c AngleAxisf for \c float * \li \c AngleAxisd for \c double * * Combined with MatrixBase::Unit{X,Y,Z}, AngleAxis can be used to easily * mimic Euler-angles. Here is an example: * \include AngleAxis_mimic_euler.cpp * Output: \verbinclude AngleAxis_mimic_euler.out * * \note This class is not aimed to be used to store a rotation transformation, * but rather to make easier the creation of other rotation (Quaternion, rotation Matrix) * and transformation objects. * * \sa class Quaternion, class Transform, MatrixBase::UnitX() */ namespace internal { template<typename _Scalar> struct traits<AngleAxis<_Scalar> > { typedef _Scalar Scalar; }; } template<typename _Scalar> class AngleAxis : public RotationBase<AngleAxis<_Scalar>,3> { typedef RotationBase<AngleAxis<_Scalar>,3> Base; public: using Base::operator*; enum { Dim = 3 }; /** the scalar type of the coefficients */ typedef _Scalar Scalar; typedef Matrix<Scalar,3,3> Matrix3; typedef Matrix<Scalar,3,1> Vector3; typedef Quaternion<Scalar> QuaternionType; protected: Vector3 m_axis; Scalar m_angle; public: /** Default constructor without initialization. */ EIGEN_DEVICE_FUNC AngleAxis() {} /** Constructs and initialize the angle-axis rotation from an \a angle in radian * and an \a axis which \b must \b be \b normalized. * * \warning If the \a axis vector is not normalized, then the angle-axis object * represents an invalid rotation. */ template<typename Derived> EIGEN_DEVICE_FUNC inline AngleAxis(const Scalar& angle, const MatrixBase<Derived>& axis) : m_axis(axis), m_angle(angle) {} /** Constructs and initialize the angle-axis rotation from a quaternion \a q. * This function implicitly normalizes the quaternion \a q. */ template<typename QuatDerived> EIGEN_DEVICE_FUNC inline explicit AngleAxis(const QuaternionBase<QuatDerived>& q) { *this = q; } /** Constructs and initialize the angle-axis rotation from a 3x3 rotation matrix. */ template<typename Derived> EIGEN_DEVICE_FUNC inline explicit AngleAxis(const MatrixBase<Derived>& m) { *this = m; } /** \returns the value of the rotation angle in radian */ EIGEN_DEVICE_FUNC Scalar angle() const { return m_angle; } /** \returns a read-write reference to the stored angle in radian */ EIGEN_DEVICE_FUNC Scalar& angle() { return m_angle; } /** \returns the rotation axis */ EIGEN_DEVICE_FUNC const Vector3& axis() const { return m_axis; } /** \returns a read-write reference to the stored rotation axis. * * \warning The rotation axis must remain a \b unit vector. */ EIGEN_DEVICE_FUNC Vector3& axis() { return m_axis; } /** Concatenates two rotations */ EIGEN_DEVICE_FUNC inline QuaternionType operator* (const AngleAxis& other) const { return QuaternionType(*this) * QuaternionType(other); } /** Concatenates two rotations */ EIGEN_DEVICE_FUNC inline QuaternionType operator* (const QuaternionType& other) const { return QuaternionType(*this) * other; } /** Concatenates two rotations */ friend EIGEN_DEVICE_FUNC inline QuaternionType operator* (const QuaternionType& a, const AngleAxis& b) { return a * QuaternionType(b); } /** \returns the inverse rotation, i.e., an angle-axis with opposite rotation angle */ EIGEN_DEVICE_FUNC AngleAxis inverse() const { return AngleAxis(-m_angle, m_axis); } template<class QuatDerived> EIGEN_DEVICE_FUNC AngleAxis& operator=(const QuaternionBase<QuatDerived>& q); template<typename Derived> EIGEN_DEVICE_FUNC AngleAxis& operator=(const MatrixBase<Derived>& m); template<typename Derived> EIGEN_DEVICE_FUNC AngleAxis& fromRotationMatrix(const MatrixBase<Derived>& m); EIGEN_DEVICE_FUNC Matrix3 toRotationMatrix(void) const; /** \returns \c *this with scalar type casted to \a NewScalarType * * Note that if \a NewScalarType is equal to the current scalar type of \c *this * then this function smartly returns a const reference to \c *this. */ template<typename NewScalarType> EIGEN_DEVICE_FUNC inline typename internal::cast_return_type<AngleAxis,AngleAxis<NewScalarType> >::type cast() const { return typename internal::cast_return_type<AngleAxis,AngleAxis<NewScalarType> >::type(*this); } /** Copy constructor with scalar type conversion */ template<typename OtherScalarType> EIGEN_DEVICE_FUNC inline explicit AngleAxis(const AngleAxis<OtherScalarType>& other) { m_axis = other.axis().template cast<Scalar>(); m_angle = Scalar(other.angle()); } EIGEN_DEVICE_FUNC static inline const AngleAxis Identity() { return AngleAxis(Scalar(0), Vector3::UnitX()); } /** \returns \c true if \c *this is approximately equal to \a other, within the precision * determined by \a prec. * * \sa MatrixBase::isApprox() */ EIGEN_DEVICE_FUNC bool isApprox(const AngleAxis& other, const typename NumTraits<Scalar>::Real& prec = NumTraits<Scalar>::dummy_precision()) const { return m_axis.isApprox(other.m_axis, prec) && internal::isApprox(m_angle,other.m_angle, prec); } }; /** \ingroup Geometry_Module * single precision angle-axis type */ typedef AngleAxis<float> AngleAxisf; /** \ingroup Geometry_Module * double precision angle-axis type */ typedef AngleAxis<double> AngleAxisd; /** Set \c *this from a \b unit quaternion. * * The resulting axis is normalized, and the computed angle is in the [0,pi] range. * * This function implicitly normalizes the quaternion \a q. */ template<typename Scalar> template<typename QuatDerived> EIGEN_DEVICE_FUNC AngleAxis<Scalar>& AngleAxis<Scalar>::operator=(const QuaternionBase<QuatDerived>& q) { EIGEN_USING_STD_MATH(atan2) EIGEN_USING_STD_MATH(abs) Scalar n = q.vec().norm(); if(n<NumTraits<Scalar>::epsilon()) n = q.vec().stableNorm(); if (n != Scalar(0)) { m_angle = Scalar(2)*atan2(n, abs(q.w())); if(q.w() < Scalar(0)) n = -n; m_axis = q.vec() / n; } else { // This part of modification is refer to ceres::QuaternionToAngleAxis(const T* quaternion, T* angle_axis) // Link: https://github.com/ceres-solver/ceres-solver/blob/master/include/ceres/rotation.h m_angle = Scalar( std::sqrt(1.0) ); m_axis << Scalar(2.0) * q.x(), Scalar(2.0) * q.y(), Scalar(2.0) * q.z(); } return *this; } /** Set \c *this from a 3x3 rotation matrix \a mat. */ template<typename Scalar> template<typename Derived> EIGEN_DEVICE_FUNC AngleAxis<Scalar>& AngleAxis<Scalar>::operator=(const MatrixBase<Derived>& mat) { // Since a direct conversion would not be really faster, // let's use the robust Quaternion implementation: return *this = QuaternionType(mat); } /** * \brief Sets \c *this from a 3x3 rotation matrix. **/ template<typename Scalar> template<typename Derived> EIGEN_DEVICE_FUNC AngleAxis<Scalar>& AngleAxis<Scalar>::fromRotationMatrix(const MatrixBase<Derived>& mat) { return *this = QuaternionType(mat); } /** Constructs and \returns an equivalent 3x3 rotation matrix. */ template<typename Scalar> typename AngleAxis<Scalar>::Matrix3 EIGEN_DEVICE_FUNC AngleAxis<Scalar>::toRotationMatrix(void) const { EIGEN_USING_STD_MATH(sin) EIGEN_USING_STD_MATH(cos) Matrix3 res; Vector3 sin_axis = sin(m_angle) * m_axis; Scalar c = cos(m_angle); Vector3 cos1_axis = (Scalar(1)-c) * m_axis; Scalar tmp; tmp = cos1_axis.x() * m_axis.y(); res.coeffRef(0,1) = tmp - sin_axis.z(); res.coeffRef(1,0) = tmp + sin_axis.z(); tmp = cos1_axis.x() * m_axis.z(); res.coeffRef(0,2) = tmp + sin_axis.y(); res.coeffRef(2,0) = tmp - sin_axis.y(); tmp = cos1_axis.y() * m_axis.z(); res.coeffRef(1,2) = tmp - sin_axis.x(); res.coeffRef(2,1) = tmp + sin_axis.x(); res.diagonal() = (cos1_axis.cwiseProduct(m_axis)).array() + c; return res; } } // end namespace Eigen #endif // EIGEN_ANGLEAXIS_H
Unknown
3D
hku-mars/ImMesh
src/tools/tools_openCV_3_to_4.hpp
.hpp
3,189
67
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "tools_color_printf.hpp" #include <opencv2/opencv.hpp> #include <opencv2/calib3d.hpp> // This file aim at making captable between openCV 3.0 and openCV 4.0 // TODO #if (CV_MAJOR_VERSION==4) #define CV_FM_8POINT cv::FM_8POINT #define CV_AA cv::LINE_AA // "cv::COLOR_RGB2GRAY" @ openCV 4.0 // #define CV_RGB2GRAY 7 #define CV_CAP_PROP_FRAME_HEIGHT CAP_PROP_FRAME_HEIGHT #define CV_CAP_PROP_FRAME_WIDTH CAP_PROP_FRAME_WIDTH #define CAP_PROP_FRAME_COUNT CAP_PROP_FPS //#define CV_RGB2GRAY COLOR_RGB2GRAY #endif
Unknown
3D
hku-mars/ImMesh
src/tools/os_compatible.hpp
.hpp
1,508
56
#ifndef __OS_COMPATIBLE_HPP__ #define __OS_COMPATIBLE_HPP__ #include <string> #include <fstream> #include <iostream> #include <ostream> #include <sstream> #include <stdarg.h> //need for such like printf(...) #include <stdio.h> #include <string> #if defined _MSC_VER #include <direct.h> #elif defined __GNUC__ #include <sys/types.h> #include <sys/stat.h> #endif namespace Common_tools { inline void create_dir(std::string dir) { #if defined _MSC_VER _mkdir(dir.data()); #elif defined __GNUC__ mkdir(dir.data(), 0777); #endif } // Using asprintf() on windows // https://stackoverflow.com/questions/40159892/using-asprintf-on-windows #ifndef _vscprintf /* For some reason, MSVC fails to honour this #ifndef. */ /* Hence function renamed to _vscprintf_so(). */ inline int _vscprintf_so(const char * format, va_list pargs) { int retval; va_list argcopy; va_copy(argcopy, pargs); retval = vsnprintf(NULL, 0, format, argcopy); va_end(argcopy); return retval; } #endif // #ifndef vasprintf inline int vasprintf(char **strp, const char *fmt, va_list ap) { int len = _vscprintf_so(fmt, ap); if (len == -1) return -1; char *str = (char*)malloc((size_t)len + 1); if (!str) return -1; int r = vsnprintf(str, len + 1, fmt, ap); /* "secure" version of vsprintf */ if (r == -1) return free(str), -1; *strp = str; return r; } #endif // vasprintf } #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_kd_hash.hpp
.hpp
7,559
228
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "unordered_map" #include "iostream" #if 1 #define HASH_PRIME 116101 #define MAX_N 201326611 class Hash_3D_key { public: int64_t x, y, z; Hash_3D_key( int64_t vx = 0, int64_t vy = 0, int64_t vz = 0 ) : x( vx ), y( vy ), z( vz ) {} bool operator==( const Hash_3D_key &other ) const { return ( x == other.x && y == other.y && z == other.z ); } }; // Hash value namespace std { template <> struct hash< Hash_3D_key > { int64_t operator()( const Hash_3D_key &s ) const { using std::hash; using std::size_t; return ( ( ( ( s.z ) * HASH_PRIME ) % MAX_N + ( s.y ) ) * HASH_PRIME ) % MAX_N + ( s.x ); } }; } // namespace std template < typename data_type = float, typename T = void * > struct Hash_map_3d { // const double N = Common_tools::Hash_key_factor< data_type >::factor; double N = 1; using hash_3d_T = std::unordered_map< Hash_3D_key, T >; hash_3d_T m_map_3d_hash_map; Hash_map_3d() { if ( std::is_same< float, data_type >::value ) { N = 1e5; } else if ( std::is_same< double, data_type >::value ) { N = 1e7; } } T* get_data(const data_type &x, const data_type &y, const data_type &z) { if( m_map_3d_hash_map.size() == 0 ) { return nullptr; } typename hash_3d_T::iterator it = m_map_3d_hash_map.find( Hash_3D_key( x * N, y * N, z * N ) ); if(it == m_map_3d_hash_map.end()) { // cout << "Get data not found, return nullptr." << endl; return nullptr; } else { return &(it->second); } } void reserve( long size ) { m_map_3d_hash_map.reserve(size); } void insert( const data_type &x, const data_type &y, const data_type &z, const T &target ) { m_map_3d_hash_map[ Hash_3D_key( x * N, y * N, z * N ) ] = target; } int if_exist( const data_type &x, const data_type &y, const data_type &z ) { if ( m_map_3d_hash_map.find( Hash_3D_key( x * N, y * N, z * N ) ) == m_map_3d_hash_map.end() ) { return 0; } return 1; } void clear() { m_map_3d_hash_map.clear(); } int total_size() { return m_map_3d_hash_map.size(); } }; #else template < typename data_type = float, typename T = void * > struct Hash_map_3d { using hash_3d_T = std::unordered_map< data_type, std::unordered_map< data_type, std::unordered_map< data_type, T > > >; hash_3d_T m_map_3d_hash_map; void insert( const data_type &x, const data_type &y, const data_type &z, const T &target ) { m_map_3d_hash_map[ x ][ y ][ z ] = target; } int if_exist( const data_type &x, const data_type &y, const data_type &z ) { if ( m_map_3d_hash_map.find( x ) == m_map_3d_hash_map.end() ) { return 0; } else if ( m_map_3d_hash_map[ x ].find( y ) == m_map_3d_hash_map[ x ].end() ) { return 0; } else if ( m_map_3d_hash_map[ x ][ y ].find( z ) == m_map_3d_hash_map[ x ][ y ].end() ) { return 0; } return 1; } void clear() { m_map_3d_hash_map.clear(); } int total_size() { int count = 0; for ( auto it : m_map_3d_hash_map ) { for ( auto it_it : it.second ) { for ( auto it_it_it : it_it.second ) { count++; } } } return count; } }; #endif template < typename data_type = float, typename T = void * > struct Hash_map_2d { using hash_2d_T = std::unordered_map< data_type, std::unordered_map< data_type, T > >; // using hash_2d_it = typename std::unordered_map<data_type, std::unordered_map<data_type, T> >::iterator ; // using hash_2d_it_it = typename std::unordered_map<data_type, T>::iterator ; hash_2d_T m_map_2d_hash_map; void insert( const data_type &x, const data_type &y, const T &target ) { m_map_2d_hash_map[ x ][ y ] = target; } int if_exist( const data_type &x, const data_type &y ) { if ( m_map_2d_hash_map.find( x ) == m_map_2d_hash_map.end() ) { return 0; } else if ( m_map_2d_hash_map[ x ].find( y ) == m_map_2d_hash_map[ x ].end() ) { return 0; } return 1; } T get_data( const data_type &x, const data_type &y ) { return m_map_2d_hash_map[x][y]; } void clear() { m_map_2d_hash_map.clear(); } int total_size() { int count = 0; // for(hash_2d_it it = m_map_2d_hash_map.begin(); it != m_map_2d_hash_map.end(); it++) for ( auto it : m_map_2d_hash_map ) { for ( auto it_it : it.second ) { count++; } } return count; } };
Unknown
3D
hku-mars/ImMesh
src/tools/common_tools.h
.h
2,703
92
#ifndef __COMMON_TOOLS_H__ #define __COMMON_TOOLS_H__ #include <stdio.h> #include <stdlib.h> #include <future> #include <vector> #include <set> #include <list> #include <thread> #include "tools_logger.hpp" #include "tools_timer.hpp" #include "tools_random.hpp" #include "tools_json.hpp" #include "os_compatible.hpp" namespace Common_tools { template <typename T> static std::vector<T> vector_2d_to_1d(std::vector<std::vector<T>> & pt_vec_vec) { std::vector<T> pt_vec; for (unsigned int i = 0; i < pt_vec_vec.size(); i++) { pt_vec.insert(pt_vec.end(), pt_vec_vec[i].begin(), pt_vec_vec[i].end()); } return pt_vec; }; template<typename T> std::vector<T> std_set_to_vector (const std::set<T> & input_set) { std::vector<T> output_vector; for(auto it = input_set.begin() ; it!= input_set.end(); it++) { output_vector.push_back(*(it)); } return output_vector; }; template<typename T> std::set<T> std_vector_to_set (const std::vector<T> & input_vector) { std::set<T> output_set; for(auto it = input_vector.begin() ; it!= input_vector.end(); it++) { output_set.insert(*(it)); } return output_set; }; template <typename T> void maintain_maximum_thread_pool(std::list<T> & thread_pool, size_t maximum_parallel_thread) { if(thread_pool.size() >= (size_t) maximum_parallel_thread) { //printf("******** Maximum thread number reach, current size = %d, wait finish... *****\r\n", thread_pool.size()); while ( 1 ) { //printf_line; for ( auto it = thread_pool.begin(); it != thread_pool.end(); it++ ) { auto status = (*it)->wait_for(std::chrono::nanoseconds(1)); if ( status == std::future_status::ready ) { //cout << "status == std::future_status::ready" << endl; delete *it; thread_pool.erase( it ); break; } } if(thread_pool.size() < (size_t) maximum_parallel_thread) { break; } std::this_thread::sleep_for( std::chrono::nanoseconds( 1 ) ); } } }; inline bool if_file_exist( const std::string &name ) { //Copy from: https://stackoverflow.com/questions/12774207/fastest-way-to-check-if-a-file-exist-using-standard-c-c11-c struct stat buffer; return ( stat( name.c_str(), &buffer ) == 0 ); }; } #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_serialization.hpp
.hpp
15,691
478
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __TOOLS_SERIALIZATION_HPP__ #define __TOOLS_SERIALIZATION_HPP__ // Tools for serialization // Developer: Jiarong Lin <ziv.lin.ljr@gmail.com> // Reference: // [1] https://github.com/artivis/boost_serialization_helper/blob/master/save_load_eigen.h // [2] https://github.com/artivis/boost_serialization_helper/blob/master/save_load_cvmat.h // [3] https://github.com/cdcseacave/openMVS/blob/master/libs/Common/Types.inl #include <boost/serialization/serialization.hpp> #include <boost/serialization/unordered_map.hpp> #include <boost/serialization/vector.hpp> #include <boost/serialization/array.hpp> #include <boost/archive/binary_iarchive.hpp> #include <boost/archive/binary_oarchive.hpp> #include <boost/archive/text_iarchive.hpp> #include <boost/archive/text_oarchive.hpp> #include <boost/serialization/array.hpp> #include <boost/serialization/split_free.hpp> #include <Eigen/Sparse> #include <Eigen/Dense> #include "tools_color_printf.hpp" #ifndef SERIALIZATION_WITH_OPENCV #define SERIALIZATION_WITH_OPENCV 1 #endif #if SERIALIZATION_WITH_OPENCV #include <opencv2/core/core.hpp> #include <opencv2/features2d/features2d.hpp> #endif namespace Common_tools { using std::cout; using std::endl; template < typename T > inline void dump_obj_to_file( T *obj, std::string file_name, int if_bin = 1 ) { // when set if_bin = 0, there might be crash with "terminate called after throwing an instance of 'boost::archive::archive_exception'" std::ofstream ofs( file_name ); if ( ofs.is_open() ) { if ( if_bin ) { boost::archive::binary_oarchive oa( ofs ); oa << *obj; ofs.close(); } else { boost::archive::text_oarchive oa( ofs ); oa << *obj; ofs.close(); } } else { cout << ANSI_COLOR_RED_BOLD << "Dump obj to file [" << file_name << "] fail!, file can not open" << endl; } } template < typename T > inline void load_obj_from_file( T *obj, std::string file_name, int if_bin = 1 ) { // when set if_bin = 0, there might be crash with "terminate called after throwing an instance of 'boost::archive::archive_exception'" try { std::ifstream ifs( file_name, std::ios_base::in ); if ( ifs.good() ) { if ( if_bin ) { boost::archive::binary_iarchive ia( ifs ); ia >> *obj; ifs.close(); } else { boost::archive::text_iarchive ia( ifs ); ia >> *obj; ifs.close(); } } else { // cout << ANSI_COLOR_RED_BOLD << "Load obj to file [" << file_name << "] fail!, file can not open" << endl; } } catch ( ... ) { cout << ANSI_COLOR_RED_BOLD << "Load_obj_from_file " << file_name << " error, please check!!!" << endl; } } } namespace boost { namespace serialization { template < class Archive, typename _Scalar, int _Rows, int _Cols, int _Options, int _MaxRows, int _MaxCols > inline void save( Archive &ar, const Eigen::Matrix< _Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols > &M, const unsigned int /* file_version */ ) { typename Eigen::Matrix< _Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols >::Index rows = M.rows(); typename Eigen::Matrix< _Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols >::Index cols = M.cols(); ar << rows; ar << cols; ar << make_array( M.data(), M.size() ); } template < class Archive, typename _Scalar, int _Rows, int _Cols, int _Options, int _MaxRows, int _MaxCols > inline void load( Archive &ar, Eigen::Matrix< _Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols > &M, const unsigned int /* file_version */ ) { typename Eigen::Matrix< _Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols >::Index rows, cols; ar >> rows; ar >> cols; // if (rows=!_Rows) throw std::exception(/*"Unexpected number of rows"*/); // if (cols=!_Cols) throw std::exception(/*"Unexpected number of cols"*/); ar >> make_array( M.data(), M.size() ); } template < class Archive, typename _Scalar, int _Cols, int _Options, int _MaxRows, int _MaxCols > inline void load( Archive &ar, Eigen::Matrix< _Scalar, Eigen::Dynamic, _Cols, _Options, _MaxRows, _MaxCols > &M, const unsigned int /* file_version */ ) { typename Eigen::Matrix< _Scalar, Eigen::Dynamic, _Cols, _Options, _MaxRows, _MaxCols >::Index rows, cols; ar >> rows; ar >> cols; // if (cols=!_Cols) throw std::exception(/*"Unexpected number of cols"*/); M.resize( rows, Eigen::NoChange ); ar >> make_array( M.data(), M.size() ); } template < class Archive, typename _Scalar, int _Rows, int _Options, int _MaxRows, int _MaxCols > inline void load( Archive &ar, Eigen::Matrix< _Scalar, _Rows, Eigen::Dynamic, _Options, _MaxRows, _MaxCols > &M, const unsigned int /* file_version */ ) { typename Eigen::Matrix< _Scalar, _Rows, Eigen::Dynamic, _Options, _MaxRows, _MaxCols >::Index rows, cols; ar >> rows; ar >> cols; // if (rows=!_Rows) throw std::exception(/*"Unexpected number of rows"*/); M.resize( Eigen::NoChange, cols ); ar >> make_array( M.data(), M.size() ); } template < class Archive, typename _Scalar, int _Options, int _MaxRows, int _MaxCols > inline void load( Archive &ar, Eigen::Matrix< _Scalar, Eigen::Dynamic, Eigen::Dynamic, _Options, _MaxRows, _MaxCols > &M, const unsigned int /* file_version */ ) { typename Eigen::Matrix< _Scalar, Eigen::Dynamic, Eigen::Dynamic, _Options, _MaxRows, _MaxCols >::Index rows, cols; ar >> rows; ar >> cols; M.resize( rows, cols ); ar >> make_array( M.data(), M.size() ); } template < class Archive, typename _Scalar, int _Rows, int _Cols, int _Options, int _MaxRows, int _MaxCols > inline void serialize( Archive &ar, Eigen::Matrix< _Scalar, _Rows, _Cols, _Options, _MaxRows, _MaxCols > &M, const unsigned int file_version ) { split_free( ar, M, file_version ); } template < class Archive, typename _Scalar, int _Dim, int _Mode, int _Options > inline void serialize( Archive &ar, Eigen::Transform< _Scalar, _Dim, _Mode, _Options > &t, const unsigned int version ) { serialize( ar, t.matrix(), version ); } template < class Archive, typename _Scalar > void save( Archive &ar, const Eigen::Triplet< _Scalar > &m, const unsigned int /*version*/ ) { ar << m.row(); ar << m.col(); ar << m.value(); } template < class Archive, typename _Scalar > void load( Archive &ar, Eigen::Triplet< _Scalar > &m, const unsigned int /*version*/ ) { typename Eigen::Triplet< _Scalar >::Index row, col; _Scalar value; ar >> row; ar >> col; ar >> value; m = Eigen::Triplet< _Scalar >( row, col, value ); } template < class Archive, class _Scalar > void serialize( Archive &ar, Eigen::Triplet< _Scalar > &m, const unsigned int version ) { split_free( ar, m, version ); } template < class Archive, typename _Scalar, int _Options, typename _Index > void save( Archive &ar, const Eigen::SparseMatrix< _Scalar, _Options, _Index > &m, const unsigned int /*version*/ ) { _Index innerSize = m.innerSize(); _Index outerSize = m.outerSize(); typedef typename Eigen::Triplet< _Scalar > Triplet; std::vector< Triplet > triplets; for ( _Index i = 0; i < outerSize; ++i ) for ( typename Eigen::SparseMatrix< _Scalar, _Options, _Index >::InnerIterator it( m, i ); it; ++it ) triplets.push_back( Triplet( it.row(), it.col(), it.value() ) ); ar << innerSize; ar << outerSize; ar << triplets; } template < class Archive, typename _Scalar, int _Options, typename _Index > void load( Archive &ar, Eigen::SparseMatrix< _Scalar, _Options, _Index > &m, const unsigned int /*version*/ ) { _Index innerSize; _Index outerSize; ar >> innerSize; ar >> outerSize; _Index rows = ( m.IsRowMajor ) ? outerSize : innerSize; _Index cols = ( m.IsRowMajor ) ? innerSize : outerSize; m.resize( rows, cols ); typedef typename Eigen::Triplet< _Scalar > Triplet; std::vector< Triplet > triplets; ar >> triplets; m.setFromTriplets( triplets.begin(), triplets.end() ); } template < class Archive, typename _Scalar, int _Options, typename _Index > void serialize( Archive &ar, Eigen::SparseMatrix< _Scalar, _Options, _Index > &m, const unsigned int version ) { split_free( ar, m, version ); } template < class Archive, typename _Scalar > void serialize( Archive &ar, Eigen::Quaternion< _Scalar > &q, const unsigned int /*version*/ ) { ar &q.w(); ar &q.x(); ar &q.y(); ar &q.z(); } template < class Archive, typename _Scalar > void serialize( Archive &ar, Eigen::Quaternion< _Scalar, Eigen::DontAlign > &q, const unsigned int /*version*/ ) { ar &q.w(); ar &q.x(); ar &q.y(); ar &q.z(); } #if SERIALIZATION_WITH_OPENCV // Serialization support for cv::Mat template < class Archive > void save( Archive &ar, const cv::Mat &m, const unsigned int /*version*/ ) { const int elem_type = m.type(); const size_t elem_size = m.elemSize(); ar &m.cols; ar &m.rows; ar &elem_type; ar &elem_size; const size_t data_size = elem_size * m.cols * m.rows; if ( m.isContinuous() ) { ar &boost::serialization::make_array( m.ptr(), data_size ); } else { cv::Mat m_cont; m.copyTo( m_cont ); ar &boost::serialization::make_array( m_cont.ptr(), data_size ); } } template < class Archive > void load( Archive &ar, cv::Mat &m, const unsigned int /*version*/ ) { int cols, rows, elem_type; size_t elem_size; ar &cols; ar &rows; ar &elem_type; ar &elem_size; m.create( rows, cols, elem_type ); const size_t data_size = elem_size * m.cols * m.rows; ar & boost::serialization::make_array( m.ptr(), data_size ); } template < class Archive > inline void serialize( Archive &ar, cv::Mat &m, const unsigned int version ) { split_free( ar, m, version ); } // Serialization support for cv::Mat_ template < class Archive, typename _Tp > void save( Archive &ar, const cv::Mat_< _Tp > &m, const unsigned int /*version*/ ) { ar &m.cols; ar &m.rows; const size_t data_size = m.cols * m.rows; if ( m.isContinuous() ) { ar &boost::serialization::make_array( ( const _Tp * ) m.ptr(), data_size ); } else { cv::Mat_< _Tp > m_cont; m.copyTo( m_cont ); ar &boost::serialization::make_array( ( const _Tp * ) m_cont.ptr(), data_size ); } } template < class Archive, typename _Tp > void load( Archive &ar, cv::Mat_< _Tp > &m, const unsigned int /*version*/ ) { int cols, rows; ar &cols; ar &rows; m.create( rows, cols ); const size_t data_size = m.cols * m.rows; for ( size_t n = 0; n < data_size; ++n ) new ( ( _Tp * ) m.data + n ) _Tp; ar &boost::serialization::make_array( ( _Tp * ) m.ptr(), data_size ); } template < class Archive, typename _Tp > inline void serialize( Archive &ar, cv::Mat_< _Tp > &m, const unsigned int version ) { split_free( ar, m, version ); } // Serialization support for cv::Matx template < class Archive, typename _Tp, int m, int n > void serialize( Archive &ar, cv::Matx< _Tp, m, n > &_m, const unsigned int /*version*/ ) { ar &_m.val; } // Serialization support for cv::Vec template < class Archive, typename _Tp, int cn > void serialize( Archive &ar, cv::Vec< _Tp, cn > &v, const unsigned int /*version*/ ) { ar &boost::serialization::base_object< cv::Matx< _Tp, cn, 1 > >( v ); } // Serialization support for cv::Point_ template < class Archive, typename _Tp > void serialize( Archive &ar, cv::Point_< _Tp > &pt, const unsigned int /*version*/ ) { ar &pt.x &pt.y; } // Serialization support for cv::Point3_ template < class Archive, typename _Tp > void serialize( Archive &ar, cv::Point3_< _Tp > &pt, const unsigned int /*version*/ ) { ar &pt.x &pt.y &pt.z; } // Serialization support for cv::Size_ template < class Archive, typename _Tp > void serialize( Archive &ar, cv::Size_< _Tp > &sz, const unsigned int /*version*/ ) { ar &sz.width &sz.height; } // Serialization support for cv::Rect_ template < class Archive, typename _Tp > void serialize( Archive &ar, cv::Rect_< _Tp > &rc, const unsigned int /*version*/ ) { ar &rc.x &rc.y &rc.width &rc.height; } // Serialization support for cv::KeyPoint template < class Archive > void serialize( Archive &ar, cv::KeyPoint &k, const unsigned int /*version*/ ) { ar &k.pt; ar &k.size; ar &k.angle; ar &k.response; ar &k.octave; ar &k.class_id; } // Serialization support for cv::DMatch template < class Archive > void serialize( Archive &ar, cv::DMatch &m, const unsigned int /*version*/ ) { ar &m.queryIdx; ar &m.trainIdx; ar &m.imgIdx; ar &m.distance; } #endif } // namespace serialization } // namespace boost #endif
Unknown
3D
hku-mars/ImMesh
src/tools/tools_graphics.hpp
.hpp
5,415
119
#pragma once #include <CGAL/Point_2.h> #include <CGAL/Triangle_2.h> #include <CGAL/Polygon_2.h> // #include <CGAL/Boolean_set_operations_2.h> // https://doc.cgal.org/latest/Kernel_23/index.html#Kernel_23Kernel #include <CGAL/Cartesian.h> #include <CGAL/Exact_predicates_exact_constructions_kernel.h> #include <CGAL/Exact_predicates_inexact_constructions_kernel.h> // #include <CGAL/Exact_predicates_exact_constructions_kernel.h> #include <CGAL/Delaunay_triangulation_2.h> #include <CGAL/Triangulation_vertex_base_with_info_2.h> #include <CGAL/convex_hull_2.h> #include <CGAL/Convex_hull_traits_adapter_2.h> namespace Common_tools { typedef CGAL::Simple_cartesian<double> CGAL_Kernel; // typedef CGAL::Exact_predicates_inexact_constructions_kernel CGAL_Kernel; // typedef CGAL::Exact_predicates_exact_constructions_kernel CGAL_Kernel; typedef CGAL_Kernel::Point_2 Point_2; typedef CGAL_Kernel::Segment_2 Segment_2; typedef CGAL_Kernel::Line_2 Line_2; typedef CGAL_Kernel::Intersect_2 Intersect_2; typedef CGAL_Kernel::Triangle_2 Triangle_2; typedef CGAL::Polygon_2< CGAL_Kernel > Polygon_2; typedef CGAL_Kernel::Point_3 Point_3; typedef CGAL_Kernel::Triangle_3 Triangle_3; typedef CGAL_Kernel::Segment_3 Segment_3; typedef CGAL::Convex_hull_traits_adapter_2< CGAL_Kernel, CGAL::Pointer_property_map< Point_2 >::type > Convex_hull_traits_2; typedef CGAL::Triangulation_vertex_base_with_info_2< unsigned, CGAL_Kernel > TVb2; typedef CGAL::Triangulation_data_structure_2< TVb2 > Tds2; typedef CGAL::Delaunay_triangulation_2< CGAL_Kernel, Tds2 > Delaunay2; typedef Delaunay2::Point D2_Point; typedef Delaunay2::Vertex_handle D2_Vertex_handle; typedef CGAL::Convex_hull_traits_adapter_2< CGAL_Kernel, CGAL::Pointer_property_map< D2_Point >::type > Convex_hull_traits_2; using std::cout; using std::endl; void inline printf_triangle_pair( Triangle_2 &triangle_a, Triangle_2 &triangle_b ) { // clang-format off printf("Tri {(%.2f, %.2f), (%.2f, %.2f), (%.2f, %.2f)} V.S. {(%.2f, %.2f), (%.2f, %.2f), (%.2f, %.2f)}", triangle_a.vertex(0).x(), triangle_a.vertex(0).y(), triangle_a.vertex(1).x(), triangle_a.vertex(1).y(), triangle_a.vertex(2).x(), triangle_a.vertex(2).y(), triangle_b.vertex(0).x(), triangle_b.vertex(0).y(), triangle_a.vertex(1).x(), triangle_b.vertex(1).y(), triangle_b.vertex(2).x(), triangle_b.vertex(2).y() ); // clang-format on } inline int triangle_intersect_triangle( Triangle_2 &triangle_a, Triangle_2 &triangle_b, double area_threshold = 0.001 ) { CGAL::Intersection_traits< CGAL_Kernel, Triangle_2, Triangle_2 >::result_type result = CGAL::intersection( triangle_a, triangle_b ); // cout << "=== Test triangle intersection result ===" << endl; // printf_triangle_pair(triangle_a, triangle_b); if ( result ) { // cout << "Intersect!" << endl; if ( const Point_2 *p = boost::get< Point_2 >( &*result ) ) { // const Point_2 *p = boost::get< Point_2 >( &*result ); // std::cout << "Intersection as points: "<< *p << std::endl; return 1; } else if ( const Segment_2 *s = boost::get< Segment_2 >( &*result ) ) { // std::cout << "Intersection as Segment: " << *s << std::endl; return 2; } else if ( const Triangle_2 *tri = boost::get< Triangle_2 >( &*result ) ) { // const Point_2 *p = boost::get< Point_2 >( &*result ); // printf("Intersection as triangle: {(%.2f, %.2f), (%.2f, %.2f), (%.2f, %.2f)}\r\n", // (*tri).vertex(0).x(), (*tri).vertex(0).y(), // (*tri).vertex(1).x(), (*tri).vertex(1).y(), // (*tri).vertex(2).x(), (*tri).vertex(2).y() ); // std::cout << "Intersection as triangle: "<< *tri << ", area = " << (*tri).area() << std::endl; if((*tri).area() < area_threshold) { return 0; } std::cout << "Intersection as triangle: "<< *tri << ", area = " << (*tri).area() << std::endl; return 3; } else if ( const std::vector<Point_2> *vec_pts = boost::get< std::vector<Point_2> >( &*result ) ) { Polygon_2 poly(vec_pts->begin(), vec_pts->end()); // cout << "Intersection as polygon: "<< vec_pts->size() << ", area = " << poly.area() << endl; // for(int i =0 ;i < (*vec_pts).size(); i++) // { // cout << "("<< (*vec_pts)[i] << "), "; // } // cout << endl; if( poly.area() < area_threshold) { return 0; } cout << "Intersection as polygon: "<< vec_pts->size() << ", area = " << poly.area() << endl; return (4 + vec_pts->size()); } } else { // cout << "No intersection" << endl; return 0; } cout << "=== Test triangle intersection end ===" << endl; } } // namespace Common_tools
Unknown
3D
hku-mars/ImMesh
src/tools/tools_random.hpp
.hpp
6,527
185
/* This code is the implementation of our paper "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package". Author: Jiarong Lin < ziv.lin.ljr@gmail.com > If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." [2] Xu, Wei, et al. "Fast-lio2: Fast direct lidar-inertial odometry." [3] Lin, Jiarong, et al. "R2LIVE: A Robust, Real-time, LiDAR-Inertial-Visual tightly-coupled state Estimator and mapping." [4] Xu, Wei, and Fu Zhang. "Fast-lio: A fast, robust lidar-inertial odometry package by tightly-coupled iterated kalman filter." [5] Cai, Yixi, Wei Xu, and Fu Zhang. "ikd-Tree: An Incremental KD Tree for Robotic Applications." [6] Lin, Jiarong, and Fu Zhang. "Loam-livox: A fast, robust, high-precision LiDAR odometry and mapping package for LiDARs of small FoV." For commercial use, please contact me < ziv.lin.ljr@gmail.com > and Dr. Fu Zhang < fuzhang@hku.hk >. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef __TOOLS_RANDOM_HPP__ #define __TOOLS_RANDOM_HPP__ // A tools that can generate ture random variable, with modern c++ approach // Author: Jiarong Lin // In the develop of this tools, I refer to : // [1]. https://www.fluentcpp.com/2019/05/24/how-to-fill-a-cpp-collection-with-random-values/ // [2]. https://www.zhihu.com/question/3999110/answer/84257121 #include <algorithm> #include <iostream> #include <random> #include <stdio.h> #include <stdlib.h> namespace Common_tools { template < typename T > struct Random_generator_float { std::random_device random_device; std::mt19937 m_random_engine; std::uniform_real_distribution< T > m_dist; std::normal_distribution< T > m_dist_normal; Random_generator_float( bool if_true_random = true, int seed = 0 ) { if ( if_true_random ) { m_random_engine = std::mt19937( std::random_device{}() ); } else { m_random_engine = std::mt19937( seed ); } } ~Random_generator_float(){}; T rand_uniform( T low = 0.0, T hight = 1.0 ) { m_dist = std::uniform_real_distribution< T >( low, hight ); return m_dist( m_random_engine ); } T rand_normal( T mean = 0.0, T std = 100.0 ) { m_dist_normal = std::normal_distribution< T >( mean, std ); return m_dist_normal( m_random_engine ); } T *rand_array_uniform( T low = 0.0, T hight = 1.0, size_t numbers = 100, T *res = nullptr ) { if ( res == nullptr ) { res = new T[ numbers ]; } m_dist = std::uniform_real_distribution< T >( low, hight ); for ( size_t i = 0; i < numbers; i++ ) { res[ i ] = m_dist( m_random_engine ); } return res; } T *rand_array_normal( T mean = 0.0, T std = 1.0, size_t numbers = 100, T *res = nullptr ) { if ( res == nullptr ) { res = new T[ numbers ]; } m_dist_normal = std::normal_distribution< T >( mean, std ); for ( size_t i = 0; i < numbers; i++ ) { res[ i ] = m_dist_normal( m_random_engine ); } return res; } }; template < typename T > struct Random_generator_int { std::random_device random_device; std::mt19937 m_random_engine; std::uniform_int_distribution< T > m_dist; Random_generator_int( bool if_true_random = true, int seed = 0 ) { if ( if_true_random ) { m_random_engine = std::mt19937( std::random_device{}() ); } else { m_random_engine = std::mt19937( seed ); } } ~Random_generator_int(){}; T rand_uniform( T low = 0, T hight = 100 ) { m_dist = std::uniform_int_distribution< T >( low, hight ); return m_dist( m_random_engine ); } T *rand_array_uniform( T low = 0.0, T hight = 1.0, size_t numbers = 100, T *res = nullptr ) { if ( res == nullptr ) { res = new T[ numbers ]; } m_dist = std::uniform_int_distribution< T >( low, hight ); for ( size_t i = 0; i < numbers; i++ ) { res[ i ] = m_dist( m_random_engine ); } return res; } T* rand_array_nonrepeat( T low, T high, T* res_array, T k) { T n = high - low; // T * res_array = new T[ k ]; std::vector< int > foo; foo.resize( n ); for ( T i = 1; i <= n; ++i ) foo[ i ] = i + low; std::shuffle( foo.begin(), foo.end(), m_random_engine ); for ( T i = 0; i < k; ++i ) { res_array[ i ] = foo[ i ]; // std::cout << foo[ i ] << " "; } return res_array; } }; } // namespace Common_tools #endif
Unknown
3D
hku-mars/ImMesh
src/tools/openGL_libs/glformattraits.h
.h
5,498
201
#pragma once // this part of codes is copied from Pangolin: https://github.com/stevenlovegrove/Pangolin #include <GLFW/glfw3.h> // Will drag system OpenGL headers #include <Eigen/Core> #include <Eigen/Geometry> #ifndef GL_LUMINANCE32UI_EXT // I don't know why this is not defined if include GLAD #include "GL/glext.h" #endif template<typename T> struct GlFormatTraits; //{ // static const GLint glinternalformat = 0; // static const GLenum glformat = 0; // static const GLenum gltype = 0; // static const T glmin = 0; // static const T glmax = 0; //}; template<> struct GlFormatTraits<unsigned char> { static const GLint glinternalformat = GL_LUMINANCE8; static const GLenum glformat = GL_LUMINANCE; static const GLenum gltype = GL_UNSIGNED_BYTE; static const size_t components = 1; }; template<> struct GlFormatTraits<unsigned short> { static const GLint glinternalformat = GL_LUMINANCE16; static const GLenum glformat = GL_LUMINANCE; static const GLenum gltype = GL_UNSIGNED_SHORT; static const size_t components = 1; }; template<> struct GlFormatTraits<unsigned int> { static const GLint glinternalformat = GL_LUMINANCE32UI_EXT; static const GLenum glformat = GL_LUMINANCE_INTEGER_EXT; static const GLenum gltype = GL_UNSIGNED_INT; static const size_t components = 1; }; template<> struct GlFormatTraits<int> { static const GLint glinternalformat = GL_LUMINANCE32I_EXT; static const GLenum glformat = GL_LUMINANCE_INTEGER_EXT; static const GLenum gltype = GL_INT; static const size_t components = 1; }; template<> struct GlFormatTraits<float> { static const GLint glinternalformat = GL_LUMINANCE32F_ARB; static const GLenum glformat = GL_LUMINANCE; static const GLenum gltype = GL_FLOAT; static const size_t components = 1; }; template<> struct GlFormatTraits<double> { static const GLint glinternalformat = GL_LUMINANCE32F_ARB; static const GLenum glformat = GL_LUMINANCE; static const GLenum gltype = GL_DOUBLE; static const size_t components = 1; }; ////////////////////////////////////////////////////////////////// template <> struct GlFormatTraits<Eigen::Matrix<unsigned char,2,1>> { static const GLint glinternalformat = GL_RG8; static const GLenum glformat = GL_RG; static const GLenum gltype = GL_UNSIGNED_BYTE; static const size_t components = 2; }; template <> struct GlFormatTraits<Eigen::Matrix<unsigned short,2,1>> { static const GLint glinternalformat = GL_RG16; static const GLenum glformat = GL_RG; static const GLenum gltype = GL_UNSIGNED_SHORT; static const size_t components = 2; }; template <> struct GlFormatTraits<Eigen::Vector2i> { static const GLint glinternalformat = GL_RG32I; static const GLenum glformat = GL_RG; static const GLenum gltype = GL_INT; static const size_t components = 2; }; template <> struct GlFormatTraits<Eigen::Vector2f> { static const GLint glinternalformat = GL_RG32F; static const GLenum glformat = GL_RG; static const GLenum gltype = GL_FLOAT; static const size_t components = 2; }; template <> struct GlFormatTraits<Eigen::Vector2d> { static const GLint glinternalformat = GL_RG32F; static const GLenum glformat = GL_RG; static const GLenum gltype = GL_DOUBLE; static const size_t components = 2; }; ////////////////////////////////////////////////////////////////// template <> struct GlFormatTraits<Eigen::Matrix<unsigned char,3,1>> { static const GLint glinternalformat = GL_RGB8; static const GLenum glformat = GL_RGB; static const GLenum gltype = GL_UNSIGNED_BYTE; static const size_t components = 3; }; template <> struct GlFormatTraits<Eigen::Matrix<unsigned short,3,1>> { static const GLint glinternalformat = GL_RGBA16; static const GLenum glformat = GL_RGB; static const GLenum gltype = GL_UNSIGNED_SHORT; static const size_t components = 3; }; template <> struct GlFormatTraits<Eigen::Vector3f> { static const GLint glinternalformat = GL_RGB32F; static const GLenum glformat = GL_RGB; static const GLenum gltype = GL_FLOAT; static const size_t components = 3; }; template <> struct GlFormatTraits<Eigen::Vector3d> { static const GLint glinternalformat = GL_RGB32F; static const GLenum glformat = GL_RGB; static const GLenum gltype = GL_DOUBLE; static const size_t components = 3; }; ////////////////////////////////////////////////////////////////// template <> struct GlFormatTraits<Eigen::Matrix<unsigned char,4,1>> { static const GLint glinternalformat = GL_RGBA8; static const GLenum glformat = GL_RGBA; static const GLenum gltype = GL_UNSIGNED_BYTE; static const size_t components = 4; }; template <> struct GlFormatTraits<Eigen::Matrix<unsigned short,4,1>> { static const GLint glinternalformat = GL_RGBA16; static const GLenum glformat = GL_RGBA; static const GLenum gltype = GL_UNSIGNED_SHORT; static const size_t components = 4; }; template <> struct GlFormatTraits<Eigen::Vector4f> { static const GLint glinternalformat = GL_RGBA32F; static const GLenum glformat = GL_RGBA; static const GLenum gltype = GL_FLOAT; static const size_t components = 4; }; template <> struct GlFormatTraits<Eigen::Vector4d> { static const GLint glinternalformat = GL_RGBA32F; static const GLenum glformat = GL_RGBA; static const GLenum gltype = GL_DOUBLE; static const size_t components = 4; };
Unknown
3D
hku-mars/ImMesh
src/tools/openGL_libs/openGL_camera.hpp
.hpp
20,721
515
/* This code is the implementation of our paper "ImMesh: An Immediate LiDAR Localization and Meshing Framework". The source code of this package is released under GPLv2 license. We only allow it free for personal and academic usage. If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, et al. "Immesh: An immediate lidar localization and meshing framework." IEEE Transactions on Robotics (T-RO 2023) [2] Yuan, Chongjian, et al. "Efficient and probabilistic adaptive voxel mapping for accurate online lidar odometry." IEEE Robotics and Automation Letters (RA-L 2022) [3] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." IEEE International Conference on Robotics and Automation (ICRA 2022) For commercial use, please contact me <ziv.lin.ljr@gmail.com> and Dr. Fu Zhang <fuzhang@hku.hk> to negotiate a different license. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once // #include "glad.h" #include <GLFW/glfw3.h> // Will drag system OpenGL headers #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include "tools/tools_eigen.hpp" #include "tools/tools_logger.hpp" #include "tools/lib_sophus/se3.hpp" #include "tools/tools_kd_hash.hpp" #include "tools/tools_serialization.hpp" #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <vector> #include <set> #include "gl_draw_founction.hpp" #include "tinycolormap.hpp" #define OPENGL_CAMERA_VERSION "V1.2" #define USE_OPENCV #ifdef USE_OPENCV #include "opencv2/opencv.hpp" #endif template < typename T > inline Eigen::Matrix< T, 4, 4, Eigen::RowMajor > init_projection_matrix( int win_w, int win_h, T fx, T fy, T win_center_w, T win_center_h, T clip_z_near, T clip_z_far ) { // http://www.songho.ca/opengl/gl_projectionmatrix.html // scope_color(ANSI_COLOR_YELLOW_BOLD); // cout << "Win_w = " << win_w << ", win_h = " << win_h << endl; const T n = clip_z_near; const T f = clip_z_far; const T l = +( win_center_w ) *n / -fx; const T t = +( win_center_h ) *n / fy; const T r = -( win_w - win_center_w ) * n / -fx; const T b = -( win_h - win_center_h ) * n / fy; Eigen::Matrix< T, 4, 4, Eigen::ColMajor > mat_proj; mat_proj.setZero(); mat_proj( 0, 0 ) = 2 * n / ( r - l ); mat_proj( 1, 1 ) = 2 * n / ( t - b ); mat_proj( 2, 2 ) = -( f + n ) / ( f - n ); mat_proj( 2, 0 ) = ( r + l ) / ( r - l ); mat_proj( 2, 1 ) = ( t + b ) / ( t - b ); mat_proj( 2, 3 ) = -1.0; mat_proj( 3, 2 ) = -( 2 * f * n ) / ( f - n ); // cout << "Projection matrix is: " << endl << mat_proj << endl; return mat_proj; } struct imgui_key_funcs { static bool IsLegacyNativeDupe( ImGuiKey key ) { return key < 512 && ImGui::GetIO().KeyMap[ key ] != -1; } }; inline bool texture_from_cv_mat( const cv::Mat& cv_image, GLuint* out_texture, int* out_width, int* out_height ) { // Load from file int image_width = 0; int image_height = 0; if ( cv_image.cols == 0 ) return false; image_width = cv_image.cols; image_height = cv_image.rows; // Create a OpenGL texture identifier GLuint image_texture = 3e8; if ( *out_texture == 0 ) { glGenTextures( 1, &image_texture ); *out_texture = image_texture; } glBindTexture( GL_TEXTURE_2D, *out_texture ); // Setup filtering parameters for display glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // This is required on WebGL for non power-of-two textures glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); // Same // Upload pixels into texture glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, image_width, image_height, 0, GL_RGB, GL_UNSIGNED_BYTE, cv_image.data ); // glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, image_width, image_height, 0, GL_RGB_INTEGER, GL_UNSIGNED_SHORT, cv_image.data); *out_texture = image_texture; *out_width = image_width; *out_height = image_height; return true; } inline bool texture_from_eigen_mat( const Eigen::Matrix< unsigned char, -1, -1 > & eigen_image, GLuint* out_texture, int* out_width, int* out_height ) { // Load from file int image_width = 0; int image_height = 0; if ( eigen_image.cols() == 0 ) return false; image_width = eigen_image.cols() ; image_height = eigen_image.rows() / 3 ; // cout << "Eigen mat size = " << image_width << " x " << image_height << endl; // Create a OpenGL texture identifier GLuint image_texture = 3e8; if ( *out_texture == 0 ) { glGenTextures( 1, &image_texture ); *out_texture = image_texture; } glBindTexture( GL_TEXTURE_2D, *out_texture ); // Setup filtering parameters for display glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // This is required on WebGL for non power-of-two textures glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); // Same // Upload pixels into texture // glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 640, 480, 0, GL_RGB, GL_UNSIGNED_BYTE, eigen_image.data() ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, image_width, image_height, 0, GL_RGB, GL_UNSIGNED_BYTE, eigen_image.data()); *out_texture = image_texture; *out_width = image_width; *out_height = image_height; return true; } template < typename... Args > inline std::string string_format( const std::string& format, Args... args ) { int size_s = std::snprintf( nullptr, 0, format.c_str(), args... ) + 1; // Extra space for '\0' if ( size_s <= 0 ) { throw std::runtime_error( "Error during formatting." ); } auto size = static_cast< size_t >( size_s ); std::unique_ptr< char[] > buf( new char[ size ] ); std::snprintf( buf.get(), size, format.c_str(), args... ); return std::string( buf.get(), buf.get() + size - 1 ); // We don't want the '\0' inside } typedef Eigen::Matrix< float, -1, -1, Eigen::DontAlign | Eigen::RowMajor > EIGEN_DEPTH_BUFFER_MAT_TYPE; struct Cam_view { int m_display_w = 640; int m_display_h = 480; float m_camera_focus = 3000.0; float m_camera_z_near = 0.05; float m_camera_z_far = 200; double m_camera_fov_w = 0; double m_camera_fov_h = 0; // cv::Mat m_image_mat ; // cv::Mat m_image_aft_flip; EIGEN_DEPTH_BUFFER_MAT_TYPE m_depth_buffer_mat; Eigen::Matrix< unsigned char, -1, -1, Eigen::DontAlign | Eigen::ColMajor > m_depth_RGB_image; // I don't know why here is colMajor Eigen::Matrix< unsigned char, -1, -1, Eigen::DontAlign | Eigen::ColMajor > m_depth_color_bar; #ifdef USE_OPENCV cv::Mat m_cv_depth_image_BGR, m_cv_depth_image_RGB; #endif GLuint m_gl_depth_image_texture = 0; std::mutex m_mutex_depth_image; vec_3 m_camera_pos = vec_3( 0, 0, 1 ); Eigen::Matrix< double, 3, 3 > m_camera_rot = Eigen::Matrix< double, 3, 3 >::Identity(); Eigen::Matrix< double, 4, 4 > m_camera_pose_mat44; Eigen::Matrix< double, 4, 4 > m_camera_pose_mat44_inverse; Eigen::Matrix< double, 3, 3 > m_camera_intrinsic; Eigen::Matrix< double, 3, 3 > m_camera_intrinsic_inv; glm::mat4 m_glm_projection_mat; vec_3 m_camera_pose_eula_angle = vec_3( 0, 0, 0 ); // For depth points downsample Hash_map_3d<long, vec_3f> m_downsample_kd_hash; float m_depth_downsample_resolution = 0.01; std::vector< vec_3f > m_depth_pts_vec, m_camera_frame_pts_vec; int m_depth_avail_pts_count = 0; tinycolormap::ColormapType m_color_bar_theme = tinycolormap::ColormapType::Heat; int m_depth_color_bar_height = 20; GLuint m_gl_depth_image_color_texture = 0; std::vector<std::string> m_extra_info_vec; double m_cost_time = 0.0; bool m_gui_dy_config = false; float m_depth_val_min; float m_depth_val_max; bool m_if_draw_depth_pts = false; int m_draw_depth_pts_size = 2; int m_draw_LiDAR_pts_size = 2; float m_maximum_disp_depth = 100; vec_4f m_draw_depth_color = vec_4f( 1.0, 0, 1.0, 1.0 ); void refresh_pose(); double* get_GL_modelview_matrix_ptr(); vec_3 get_eula_angle(); void set_gl_projection( int width = 0, int height = 0, double focus = 0 ); void set_gl_model_view(); void set_camera_pose( const mat_3_3& rot, const vec_3 t_vec ); void set_gl_matrix(); void read_depth( int depth_buffer_precision = 16 ); vec_3 unproject_point( float cursor_x, float cursor_y, float pt_depth ); void init_color_bar(); int depth_image_to_3d_points(); void draw_depth_3d_pts( double pts_size, vec_4f color = vec_4f( 1.0, 1.0, 1.0, 0.5 ) ); void draw_depth_3d_pts() { draw_depth_3d_pts( m_draw_depth_pts_size, m_draw_depth_color ); } void set_horizon_fov(double fov); float get_truth_depth( float z_read, float const z_near, const float z_far ) { // https://stackoverflow.com/questions/6652253/getting-the-true-z-value-from-the-depth-buffer float z_n = 2.0 * z_read - 1.0; float z_depth_value = 2.0 * z_near * z_far / ( z_far + z_near - z_n * ( z_far - z_near ) ); return z_depth_value; } void clear_downsample_hash() { m_downsample_kd_hash.m_map_3d_hash_map.clear(); } bool downsample_pts_result( const vec_3f& pt ) { if ( m_depth_downsample_resolution <= 0 ) { return true; } int pt_x = std::round( pt( 0 ) / m_depth_downsample_resolution ); int pt_y = std::round( pt( 1 ) / m_depth_downsample_resolution ); int pt_z = std::round( pt( 2 ) / m_depth_downsample_resolution ); int pt_hash = m_downsample_kd_hash.if_exist( pt_x, pt_y, pt_z ); if ( pt_hash == 0 ) { m_downsample_kd_hash.insert( pt_x, pt_y, pt_z, pt ); return true; } else { return false; } } bool depth_image_to_gl_image() { int m_gl_image_width = 0; int m_gl_image_height = 0; return texture_from_eigen_mat( m_depth_RGB_image, &m_gl_depth_image_texture, &m_gl_image_width, &m_gl_image_height ); } void convert_depth_buffer_to_truth_depth(EIGEN_DEPTH_BUFFER_MAT_TYPE * depth_mat); void imgui_text_horizon_ratio( std::string text, float ratio ) { // std::string text = std::to_string( m_depth_val_min ); // long windowWidth = ImGui::GetWindowSize().x; long windowWidth = m_display_w + 10; long textWidth = ImGui::CalcTextSize( text.c_str() ).x; if ( ratio >= 1.0 ) { ratio = 0.985; } if ( ratio <= 0.0 ) { ratio = 0.015; } ImGui::SetCursorPosX( ( windowWidth - textWidth ) * ratio ); ImGui::Text( text.c_str() ); } void draw_depth_image( bool * win_open = nullptr ); private: friend class boost::serialization::access; template < typename Archive > void serialize( Archive& ar, const unsigned int version ) { boost::serialization::split_free( ar, *this, version ); } }; template < typename Archive > inline void save( Archive& ar, const Cam_view& cam_view, const unsigned int /*version*/ ) { ar << std::string(OPENGL_CAMERA_VERSION); ar << cam_view.m_display_w; ar << cam_view.m_display_h; ar << cam_view.m_camera_z_near; ar << cam_view.m_camera_z_far; ar << cam_view.m_camera_focus; ar << cam_view.m_camera_pos; ar << cam_view.m_camera_pose_eula_angle; ar << cam_view.m_camera_rot; ar << cam_view.m_camera_intrinsic; ar << cam_view.m_camera_intrinsic_inv; ar << cam_view.m_camera_pose_mat44; } template < typename Archive > inline void load( Archive& ar, Cam_view& cam_view, const unsigned int /*version*/ ) { std::string version_str; ar >> version_str; if ( version_str.compare( std::string( OPENGL_CAMERA_VERSION ) ) == 0 ) { ar >> cam_view.m_display_w; ar >> cam_view.m_display_h; ar >> cam_view.m_camera_z_near; ar >> cam_view.m_camera_z_far; ar >> cam_view.m_camera_focus; ar >> cam_view.m_camera_pos; ar >> cam_view.m_camera_pose_eula_angle; ar >> cam_view.m_camera_rot; ar >> cam_view.m_camera_intrinsic; ar >> cam_view.m_camera_intrinsic_inv; ar >> cam_view.m_camera_pose_mat44; } else { cout << ANSI_COLOR_RED_BOLD << "OPENGL_CAMERA_VERSION mismatch !!!" << ANSI_COLOR_RESET << endl; } } struct GL_camera { // See the camera system in openGL: https://learnopengl.com/Getting-started/Camera Cam_view m_gl_cam; vec_3 m_cursor_clicked_pts; float g_rot_sensetive = 0.15; float g_vec_sensetive = 0.0001; float m_last_clicked_depth = 1.0; int mouse_counter = 0; int scroll_counter = 0; float m_z_depth_value = 0; bool in_left_drag = false, in_right_drag = false, in_middle_drag = false; ImGuiIO* m_gui_io = nullptr; float m_last_cursor_depth = 1.0; vec_3 m_drag_start_clicked_pt_world; vec_2 m_drag_start_clicked_pt_screen; double m_drag_start_clicked_pt_depth = 1.0; vec_3 m_drag_start_clicked_camera_pos; mat_3_3 m_drag_start_clicked_camera_rot; GLFWwindow* m_glfw_window; GLFWwindow* m_glfw_window_depth; // OpenGL light and material GLfloat m_light0_ambient[ 4 ] = { 0.3, 0.3f, 0.3f, 0.0f }; GLfloat m_light0_diffuse[ 4 ] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat m_light0_specular[ 4 ] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat m_light0_position[ 4 ] = { 0.0, 0.0, 1e4, 1.0 }; GLfloat m_light0_direction[ 4 ] = { 0.0, 0.0, 2.0, 1.0 }; GLfloat m_mat_ambient[ 4 ] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat m_mat_diffuse[ 4 ] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat m_mat_specular[ 4 ] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat m_mat_shininess[ 4 ] = { 0.0 }; GLfloat m_mat_emission[ 4 ] = { 0.0, 0.0, 0.0, 1.0 }; vec_3 m_track_last_follow_translation = vec_3( 0, 0, 0 ); mat_3_3 m_track_last_follow_rotation = mat_3_3::Identity(); vec_3 m_track_last_openGL_translation = vec_3( 0, 0, 0 ); mat_3_3 m_track_last_openGL_rotation = mat_3_3::Identity(); bool m_need_reset_tracking_camera_pos = true; void draw_cursor_3d_pt(); std::set< std::string > m_pressed_key; double m_moving_sensitive = 0.1; int m_gravity_direction = 2; // 0: x-axis, 1: y-axis, 2: z-axis GL_camera() { m_gl_cam.m_camera_pos = vec_3( 0, 0, 20 ); m_gl_cam.m_camera_rot.setIdentity(); m_gl_cam.refresh_pose(); } void init_ImGUI_IO( ImGuiIO* io ); void set_clicked_depth( float clicked_depth ); void set_windows_projection_matrix( float camera_fx, float z_near = 0.1, float z_far = 1000.0 ); void set_position( const vec_3& pos ); void set_rotation( const vec_3& rot_vec ); void rotate_by_roll( double degree ); void rotate_by_pitch( double degree ); void rotate_by_yaw( double degree ); void rotate_by_rpy( double roll, double pitch, double yaw ); void rotate_by_rpy( vec_3 roll_pitch_yaw ); void move_forward_backward( double dis ); void move_left_right( double dis ); void move_up_down( double dis ); void servo_moving_camera(); double* get_GL_modelview_matrix_ptr(); mat_4_4 get_GL_modelview_matrix(); vec_3 get_eula_angle(); void framebuffer_size_callback( GLFWwindow* window, int width, int height ); void scroll_callback( GLFWwindow* window, double x_offset, double yoffset ); void mouse_callback( GLFWwindow* window, double xpos_In, double ypos_In ); void mouse_button_callback( GLFWwindow* window, int button, int action, int mods ); void bind_gl_callback_function( GLFWwindow* window ); float get_truth_depth( float z_read, float const z_near, const float z_far ); float get_screen_pixel_depth( int pos_x, int pos_y ); float get_nearest_avail_pixel_depth( int pos_x, int pos_y, int max_layer = 5 ); double get_cursor_depth(); vec_3 unproject_point( float cursor_x, float cursor_y, float pt_depth ); vec_3 get_cursor_clicked_pts(); void set_gl_camera_pose_matrix(); void display_parameters(); void draw_debug_objects(); void draw_camera_window( bool& win_open ); void save_camera( std::string filename ); void load_camera( std::string filename ); GLFWwindow* init_openGL_and_ImGUI( const char* window_title, int full_screen = 1 , int font_size_bias = 4); void light_on( bool& light_open, bool show_win = true ); void draw_frame_start( ImVec4 clear_color = ImVec4( 0, 0, 0, 1.0 ) ); void tracking_camera( const Eigen::Quaterniond& current_camera_q, const vec_3& current_camera_pos ); void set_last_tracking_camera_pos( Eigen::Quaterniond current_camera_q, vec_3 current_camera_pos ); void draw_frame_finish( int flush_camera_matrix = 1 ); int if_windows_should_close(); void destroy_window(); void init_dock_space(); void get_pressed_keys(); bool if_press_key( std::string key ); private: friend class boost::serialization::access; template < typename Archive > void serialize( Archive& ar, const unsigned int version ) { boost::serialization::split_free( ar, *this, version ); } }; template < typename Archive > inline void save( Archive& ar, const GL_camera& gl_camera, const unsigned int /*version*/ ) { ar << std::string(OPENGL_CAMERA_VERSION); ar << gl_camera.m_gl_cam; ar << gl_camera.m_cursor_clicked_pts; ar << gl_camera.g_rot_sensetive; ar << gl_camera.g_vec_sensetive; ar << gl_camera.m_gravity_direction; } template < typename Archive > inline void load( Archive& ar, GL_camera& gl_camera, const unsigned int /*version*/ ) { std::string version_str; ar >> version_str; if ( version_str.compare( std::string( OPENGL_CAMERA_VERSION ) ) == 0 ) { ar >> gl_camera.m_gl_cam; ar >> gl_camera.m_cursor_clicked_pts; ar >> gl_camera.g_rot_sensetive; ar >> gl_camera.g_vec_sensetive; ar >> gl_camera.m_gravity_direction; } else { cout << ANSI_COLOR_RED_BOLD << "OPENGL_CAMERA_VERSION mismatch !!!" << ANSI_COLOR_RESET << endl; } }
Unknown
3D
hku-mars/ImMesh
src/tools/openGL_libs/glad.c
.c
145,626
2,522
/* OpenGL loader generated by glad 0.1.13a0 on Sun Apr 2 14:54:18 2017. Language/Generator: C/C++ Specification: gl APIs: gl=4.5 Profile: compatibility Extensions: GL_KHR_debug Loader: True Local files: False Omit khrplatform: False Commandline: --profile="compatibility" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_KHR_debug" Online: http://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_KHR_debug */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include "glad.h" static void* get_proc(const char *namez); #ifdef _WIN32 #include <windows.h> static HMODULE libGL; typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; static int open_gl(void) { libGL = LoadLibraryW(L"opengl32.dll"); if(libGL != NULL) { gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE)GetProcAddress( libGL, "wglGetProcAddress"); return gladGetProcAddressPtr != NULL; } return 0; } static void close_gl(void) { if(libGL != NULL) { FreeLibrary(libGL); libGL = NULL; } } #else #include <dlfcn.h> static void* libGL; #ifndef __APPLE__ typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*); PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; #endif static int open_gl(void) { #ifdef __APPLE__ static const char *NAMES[] = { "../Frameworks/OpenGL.framework/OpenGL", "/Library/Frameworks/OpenGL.framework/OpenGL", "/System/Library/Frameworks/OpenGL.framework/OpenGL", "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" }; #else static const char *NAMES[] = {"libGL.so.1", "libGL.so"}; #endif unsigned int index = 0; for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) { libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL); if(libGL != NULL) { #ifdef __APPLE__ return 1; #else gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL, "glXGetProcAddressARB"); return gladGetProcAddressPtr != NULL; #endif } } return 0; } static void close_gl() { if(libGL != NULL) { dlclose(libGL); libGL = NULL; } } #endif static void* get_proc(const char *namez) { void* result = NULL; if(libGL == NULL) return NULL; #ifndef __APPLE__ if(gladGetProcAddressPtr != NULL) { result = gladGetProcAddressPtr(namez); } #endif if(result == NULL) { #ifdef _WIN32 result = (void*)GetProcAddress(libGL, namez); #else result = dlsym(libGL, namez); #endif } return result; } int gladLoadGL(void) { int status = 0; if(open_gl()) { status = gladLoadGLLoader(&get_proc); close_gl(); } return status; } struct gladGLversionStruct GLVersion; #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 const 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 { int index; num_exts_i = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); if (num_exts_i > 0) { exts_i = (const char **)realloc((void *)exts_i, num_exts_i * sizeof *exts_i); } if (exts_i == NULL) { return 0; } for(index = 0; index < num_exts_i; index++) { exts_i[index] = (const char*)glGetStringi(GL_EXTENSIONS, index); } } #endif return 1; } static void free_exts(void) { if (exts_i != NULL) { free((char **)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; for(index = 0; index < num_exts_i; index++) { const char *e = exts_i[index]; if(strcmp(e, ext) == 0) { return 1; } } } #endif return 0; } int GLAD_GL_VERSION_1_0; int GLAD_GL_VERSION_1_1; int GLAD_GL_VERSION_1_2; int GLAD_GL_VERSION_1_3; int GLAD_GL_VERSION_1_4; int GLAD_GL_VERSION_1_5; int GLAD_GL_VERSION_2_0; int GLAD_GL_VERSION_2_1; int GLAD_GL_VERSION_3_0; int GLAD_GL_VERSION_3_1; int GLAD_GL_VERSION_3_2; int GLAD_GL_VERSION_3_3; int GLAD_GL_VERSION_4_0; int GLAD_GL_VERSION_4_1; int GLAD_GL_VERSION_4_2; int GLAD_GL_VERSION_4_3; int GLAD_GL_VERSION_4_4; int GLAD_GL_VERSION_4_5; PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf; PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer; PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample; PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv; PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; PFNGLVERTEX2FVPROC glad_glVertex2fv; PFNGLINDEXIPROC glad_glIndexi; PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv; PFNGLRECTDVPROC glad_glRectdv; PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; PFNGLEVALCOORD2DPROC glad_glEvalCoord2d; PFNGLEVALCOORD2FPROC glad_glEvalCoord2f; PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v; PFNGLINDEXDPROC glad_glIndexd; PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; PFNGLINDEXFPROC glad_glIndexf; PFNGLBINDSAMPLERPROC glad_glBindSampler; PFNGLLINEWIDTHPROC glad_glLineWidth; PFNGLCOLORP3UIVPROC glad_glColorP3uiv; PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; PFNGLGETMAPFVPROC glad_glGetMapfv; PFNGLINDEXSPROC glad_glIndexs; PFNGLCOMPILESHADERPROC glad_glCompileShader; PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced; PFNGLINDEXFVPROC glad_glIndexfv; PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage; PFNGLGETNMAPFVPROC glad_glGetnMapfv; PFNGLFOGIVPROC glad_glFogiv; PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; PFNGLLIGHTMODELIVPROC glad_glLightModeliv; PFNGLDEPTHRANGEFPROC glad_glDepthRangef; PFNGLCOLOR4UIPROC glad_glColor4ui; PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion; PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv; PFNGLFOGFVPROC glad_glFogfv; PFNGLVERTEXP4UIPROC glad_glVertexP4ui; PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance; PFNGLENABLEIPROC glad_glEnablei; PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv; PFNGLVERTEX4IVPROC glad_glVertex4iv; PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv; PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; PFNGLCREATESHADERPROC glad_glCreateShader; PFNGLISBUFFERPROC glad_glIsBuffer; PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv; PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; PFNGLVERTEX4FVPROC glad_glVertex4fv; PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading; PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi; PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv; PFNGLBINDTEXTUREPROC glad_glBindTexture; PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv; PFNGLSAMPLEMASKIPROC glad_glSampleMaski; PFNGLVERTEXP2UIPROC glad_glVertexP2ui; PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv; PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl; PFNGLPOINTSIZEPROC glad_glPointSize; PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit; PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; PFNGLCOLOR4BVPROC glad_glColor4bv; PFNGLRASTERPOS2FPROC glad_glRasterPos2f; PFNGLRASTERPOS2DPROC glad_glRasterPos2d; PFNGLLOADIDENTITYPROC glad_glLoadIdentity; PFNGLRASTERPOS2IPROC glad_glRasterPos2i; PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect; PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; PFNGLCOLOR3BPROC glad_glColor3b; PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; PFNGLEDGEFLAGPROC glad_glEdgeFlag; PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; PFNGLVERTEX3DPROC glad_glVertex3d; PFNGLVERTEX3FPROC glad_glVertex3f; PFNGLGETNMAPIVPROC glad_glGetnMapiv; PFNGLVERTEX3IPROC glad_glVertex3i; PFNGLCOLOR3IPROC glad_glColor3i; PFNGLUNIFORM3DPROC glad_glUniform3d; PFNGLUNIFORM3FPROC glad_glUniform3f; PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; PFNGLCOLOR3SPROC glad_glColor3s; PFNGLVERTEX3SPROC glad_glVertex3s; PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; PFNGLCOLORMASKIPROC glad_glColorMaski; PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect; PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv; PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv; PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData; PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture; PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv; PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d; PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture; PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv; PFNGLVERTEX2IVPROC glad_glVertex2iv; PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v; PFNGLCOLOR3SVPROC glad_glColor3sv; PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram; PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv; PFNGLNORMALPOINTERPROC glad_glNormalPointer; PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; PFNGLVERTEX4SVPROC glad_glVertex4sv; PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat; PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData; PFNGLPASSTHROUGHPROC glad_glPassThrough; PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; PFNGLFOGIPROC glad_glFogi; PFNGLBEGINPROC glad_glBegin; PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv; PFNGLCOLOR3UBVPROC glad_glColor3ubv; PFNGLVERTEXPOINTERPROC glad_glVertexPointer; PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; PFNGLDRAWARRAYSPROC glad_glDrawArrays; PFNGLUNIFORM1UIPROC glad_glUniform1ui; PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv; PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri; PFNGLLIGHTFVPROC glad_glLightfv; PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; PFNGLCLEARPROC glad_glClear; PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier; PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus; PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; PFNGLISENABLEDPROC glad_glIsEnabled; PFNGLSTENCILOPPROC glad_glStencilOp; PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; PFNGLTRANSLATEFPROC glad_glTranslatef; PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; PFNGLTRANSLATEDPROC glad_glTranslated; PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv; PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv; PFNGLTEXIMAGE1DPROC glad_glTexImage1D; PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D; PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat; PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; PFNGLGETMATERIALFVPROC glad_glGetMaterialfv; PFNGLGETTEXIMAGEPROC glad_glGetTexImage; PFNGLFOGCOORDFVPROC glad_glFogCoordfv; PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv; PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; PFNGLCREATETEXTURESPROC glad_glCreateTextures; PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase; PFNGLINDEXSVPROC glad_glIndexsv; PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage; PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv; PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; PFNGLVERTEX3IVPROC glad_glVertex3iv; PFNGLBITMAPPROC glad_glBitmap; PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog; PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; PFNGLMATERIALIPROC glad_glMateriali; PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; PFNGLGETQUERYIVPROC glad_glGetQueryiv; PFNGLTEXCOORD4FPROC glad_glTexCoord4f; PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer; PFNGLTEXCOORD4DPROC glad_glTexCoord4d; PFNGLCREATEQUERIESPROC glad_glCreateQueries; PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; PFNGLTEXCOORD4IPROC glad_glTexCoord4i; PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding; PFNGLMATERIALFPROC glad_glMaterialf; PFNGLTEXCOORD4SPROC glad_glTexCoord4s; PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv; PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; PFNGLISSHADERPROC glad_glIsShader; PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; PFNGLVERTEX3DVPROC glad_glVertex3dv; PFNGLGETINTEGER64VPROC glad_glGetInteger64v; PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; PFNGLGETNMINMAXPROC glad_glGetnMinmax; PFNGLENABLEPROC glad_glEnable; PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; PFNGLCOLOR4FVPROC glad_glColor4fv; PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv; PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding; PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D; PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup; PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi; PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv; PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; PFNGLTEXGENFPROC glad_glTexGenf; PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer; PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv; PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange; PFNGLGETNUNIFORMDVPROC glad_glGetnUniformdv; PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui; PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange; PFNGLGETPOINTERVPROC glad_glGetPointerv; PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor; PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; PFNGLNORMAL3FVPROC glad_glNormal3fv; PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers; PFNGLDEPTHRANGEPROC glad_glDepthRange; PFNGLFRUSTUMPROC glad_glFrustum; PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor; PFNGLDRAWBUFFERPROC glad_glDrawBuffer; PFNGLPUSHMATRIXPROC glad_glPushMatrix; PFNGLGETNPIXELMAPUSVPROC glad_glGetnPixelMapusv; PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv; PFNGLORTHOPROC glad_glOrtho; PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv; PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i; PFNGLUNIFORM2DVPROC glad_glUniform2dv; PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d; PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; PFNGLCLEARINDEXPROC glad_glClearIndex; PFNGLMAP1DPROC glad_glMap1d; PFNGLMAP1FPROC glad_glMap1f; PFNGLFLUSHPROC glad_glFlush; PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed; PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; PFNGLINDEXIVPROC glad_glIndexiv; PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage; PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; PFNGLPIXELZOOMPROC glad_glPixelZoom; PFNGLFENCESYNCPROC glad_glFenceSync; PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; PFNGLCOLORP3UIPROC glad_glColorP3ui; PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance; PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample; PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup; PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline; PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; PFNGLLIGHTIPROC glad_glLighti; PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer; PFNGLLIGHTFPROC glad_glLightf; PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers; PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample; PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib; PFNGLGENSAMPLERSPROC glad_glGenSamplers; PFNGLCLAMPCOLORPROC glad_glClampColor; PFNGLUNIFORM4IVPROC glad_glUniform4iv; PFNGLCLEARSTENCILPROC glad_glClearStencil; PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv; PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced; PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv; PFNGLGENTEXTURESPROC glad_glGenTextures; PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv; PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback; PFNGLUNIFORM1DVPROC glad_glUniform1dv; PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v; PFNGLINDEXPOINTERPROC glad_glIndexPointer; PFNGLGETNPOLYGONSTIPPLEPROC glad_glGetnPolygonStipple; PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv; PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv; PFNGLISSYNCPROC glad_glIsSync; PFNGLVERTEX2FPROC glad_glVertex2f; PFNGLVERTEX2DPROC glad_glVertex2d; PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; PFNGLUNIFORM2IPROC glad_glUniform2i; PFNGLMAPGRID2DPROC glad_glMapGrid2d; PFNGLMAPGRID2FPROC glad_glMapGrid2f; PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; PFNGLVERTEX2IPROC glad_glVertex2i; PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; PFNGLVERTEX2SPROC glad_glVertex2s; PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel; PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri; PFNGLNORMAL3BVPROC glad_glNormal3bv; PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv; PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv; PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv; PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute; PFNGLVERTEX3SVPROC glad_glVertex3sv; PFNGLGENQUERIESPROC glad_glGenQueries; PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv; PFNGLTEXENVFPROC glad_glTexEnvf; PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; PFNGLFOGCOORDDPROC glad_glFogCoordd; PFNGLFOGCOORDFPROC glad_glFogCoordf; PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; PFNGLTEXENVIPROC glad_glTexEnvi; PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; PFNGLISENABLEDIPROC glad_glIsEnabledi; PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange; PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData; PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; PFNGLUNIFORM2IVPROC glad_glUniform2iv; PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; PFNGLMATRIXMODEPROC glad_glMatrixMode; PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage; PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer; PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv; PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed; PFNGLGETMAPIVPROC glad_glGetMapiv; PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D; PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; PFNGLUNIFORM4DPROC glad_glUniform4d; PFNGLGETSHADERIVPROC glad_glGetShaderiv; PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv; PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel; PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer; PFNGLBINDTEXTURESPROC glad_glBindTextures; PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage; PFNGLSCISSORARRAYVPROC glad_glScissorArrayv; PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; PFNGLCALLLISTPROC glad_glCallList; PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv; PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; PFNGLGETDOUBLEVPROC glad_glGetDoublev; PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; PFNGLUNIFORM4DVPROC glad_glUniform4dv; PFNGLLIGHTMODELFPROC glad_glLightModelf; PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData; PFNGLVERTEX2SVPROC glad_glVertex2sv; PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers; PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D; PFNGLLIGHTMODELIPROC glad_glLightModeli; PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; PFNGLUNIFORM3FVPROC glad_glUniform3fv; PFNGLPIXELSTOREIPROC glad_glPixelStorei; PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog; PFNGLCALLLISTSPROC glad_glCallLists; PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv; PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer; PFNGLMAPBUFFERPROC glad_glMapBuffer; PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; PFNGLTEXCOORD3IPROC glad_glTexCoord3i; PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; PFNGLRASTERPOS3IPROC glad_glRasterPos3i; PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; PFNGLRASTERPOS3DPROC glad_glRasterPos3d; PFNGLRASTERPOS3FPROC glad_glRasterPos3f; PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; PFNGLTEXCOORD3FPROC glad_glTexCoord3f; PFNGLDELETESYNCPROC glad_glDeleteSync; PFNGLTEXCOORD3DPROC glad_glTexCoord3d; PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v; PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv; PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv; PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; PFNGLTEXCOORD3SPROC glad_glTexCoord3s; PFNGLUNIFORM3IVPROC glad_glUniform3iv; PFNGLRASTERPOS3SPROC glad_glRasterPos3s; PFNGLPOLYGONMODEPROC glad_glPolygonMode; PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; PFNGLGETNHISTOGRAMPROC glad_glGetnHistogram; PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d; PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv; PFNGLISLISTPROC glad_glIsList; PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv; PFNGLCOLOR4SPROC glad_glColor4s; PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary; PFNGLUSEPROGRAMPROC glad_glUseProgram; PFNGLLINESTIPPLEPROC glad_glLineStipple; PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage; PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; PFNGLCOLOR4BPROC glad_glColor4b; PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; PFNGLCOLOR4FPROC glad_glColor4f; PFNGLCOLOR4DPROC glad_glColor4d; PFNGLCOLOR4IPROC glad_glColor4i; PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv; PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D; PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap; PFNGLVERTEX2DVPROC glad_glVertex2dv; PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv; PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; PFNGLFINISHPROC glad_glFinish; PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed; PFNGLGETBOOLEANVPROC glad_glGetBooleanv; PFNGLDELETESHADERPROC glad_glDeleteShader; PFNGLDRAWELEMENTSPROC glad_glDrawElements; PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v; PFNGLRASTERPOS2SPROC glad_glRasterPos2s; PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D; PFNGLGETMAPDVPROC glad_glGetMapdv; PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; PFNGLMATERIALFVPROC glad_glMaterialfv; PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv; PFNGLVIEWPORTPROC glad_glViewport; PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; PFNGLINDEXDVPROC glad_glIndexdv; PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv; PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback; PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage; PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat; PFNGLCLEARDEPTHPROC glad_glClearDepth; PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; PFNGLTEXPARAMETERFPROC glad_glTexParameterf; PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding; PFNGLTEXPARAMETERIPROC glad_glTexParameteri; PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv; PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks; PFNGLGETNTEXIMAGEPROC glad_glGetnTexImage; PFNGLTEXBUFFERPROC glad_glTexBuffer; PFNGLPOPNAMEPROC glad_glPopName; PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; PFNGLPIXELSTOREFPROC glad_glPixelStoref; PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf; PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv; PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines; PFNGLRECTIPROC glad_glRecti; PFNGLCOLOR4UBPROC glad_glColor4ub; PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; PFNGLRECTFPROC glad_glRectf; PFNGLRECTDPROC glad_glRectd; PFNGLNORMAL3SVPROC glad_glNormal3sv; PFNGLNEWLISTPROC glad_glNewList; PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv; PFNGLCOLOR4USPROC glad_glColor4us; PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; PFNGLLINKPROGRAMPROC glad_glLinkProgram; PFNGLHINTPROC glad_glHint; PFNGLRECTSPROC glad_glRects; PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv; PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv; PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel; PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; PFNGLGETSTRINGPROC glad_glGetString; PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; PFNGLDETACHSHADERPROC glad_glDetachShader; PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i; PFNGLSCALEFPROC glad_glScalef; PFNGLENDQUERYPROC glad_glEndQuery; PFNGLSCALEDPROC glad_glScaled; PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri; PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName; PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv; PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv; PFNGLCOPYPIXELSPROC glad_glCopyPixels; PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation; PFNGLPOPATTRIBPROC glad_glPopAttrib; PFNGLDELETETEXTURESPROC glad_glDeleteTextures; PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv; PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv; PFNGLDELETEQUERIESPROC glad_glDeleteQueries; PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv; PFNGLINITNAMESPROC glad_glInitNames; PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; PFNGLCOLOR3DVPROC glad_glColor3dv; PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; PFNGLWAITSYNCPROC glad_glWaitSync; PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays; PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv; PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; PFNGLCOLORMATERIALPROC glad_glColorMaterial; PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData; PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D; PFNGLUNIFORM1FPROC glad_glUniform1f; PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; PFNGLUNIFORM1DPROC glad_glUniform1d; PFNGLRENDERMODEPROC glad_glRenderMode; PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; PFNGLGETNCOMPRESSEDTEXIMAGEPROC glad_glGetnCompressedTexImage; PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; PFNGLUNIFORM1IPROC glad_glUniform1i; PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; PFNGLUNIFORM3IPROC glad_glUniform3i; PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi; PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; PFNGLDISABLEPROC glad_glDisable; PFNGLLOGICOPPROC glad_glLogicOp; PFNGLEVALPOINT2PROC glad_glEvalPoint2; PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf; PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; PFNGLUNIFORM4UIPROC glad_glUniform4ui; PFNGLCOLOR3FPROC glad_glColor3f; PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer; PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv; PFNGLRECTFVPROC glad_glRectfv; PFNGLCULLFACEPROC glad_glCullFace; PFNGLGETLIGHTFVPROC glad_glGetLightfv; PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv; PFNGLCOLOR3DPROC glad_glColor3d; PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i; PFNGLTEXGENDPROC glad_glTexGend; PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f; PFNGLTEXGENIPROC glad_glTexGeni; PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d; PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv; PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; PFNGLGETSTRINGIPROC glad_glGetStringi; PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv; PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D; PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream; PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; PFNGLATTACHSHADERPROC glad_glAttachShader; PFNGLFOGCOORDDVPROC glad_glFogCoorddv; PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; PFNGLGETTEXGENFVPROC glad_glGetTexGenfv; PFNGLQUERYCOUNTERPROC glad_glQueryCounter; PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv; PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; PFNGLSHADERBINARYPROC glad_glShaderBinary; PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer; PFNGLGETNCOLORTABLEPROC glad_glGetnColorTable; PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; PFNGLTEXGENIVPROC glad_glTexGeniv; PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample; PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData; PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; PFNGLNORMALP3UIPROC glad_glNormalP3ui; PFNGLTEXENVFVPROC glad_glTexEnvfv; PFNGLREADBUFFERPROC glad_glReadBuffer; PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv; PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D; PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv; PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv; PFNGLLIGHTMODELFVPROC glad_glLightModelfv; PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; PFNGLDELETELISTSPROC glad_glDeleteLists; PFNGLGETCLIPPLANEPROC glad_glGetClipPlane; PFNGLVERTEX4DVPROC glad_glVertex4dv; PFNGLTEXCOORD2DPROC glad_glTexCoord2d; PFNGLPOPMATRIXPROC glad_glPopMatrix; PFNGLTEXCOORD2FPROC glad_glTexCoord2f; PFNGLCOLOR4IVPROC glad_glColor4iv; PFNGLINDEXUBVPROC glad_glIndexubv; PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus; PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; PFNGLTEXCOORD2IPROC glad_glTexCoord2i; PFNGLRASTERPOS4DPROC glad_glRasterPos4d; PFNGLRASTERPOS4FPROC glad_glRasterPos4f; PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv; PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D; PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; PFNGLTEXCOORD2SPROC glad_glTexCoord2s; PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; PFNGLVERTEX3FVPROC glad_glVertex3fv; PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv; PFNGLMATERIALIVPROC glad_glMaterialiv; PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv; PFNGLISPROGRAMPROC glad_glIsProgram; PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; PFNGLVERTEX4SPROC glad_glVertex4s; PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv; PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; PFNGLNORMAL3DVPROC glad_glNormal3dv; PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback; PFNGLUNIFORM4IPROC glad_glUniform4i; PFNGLACTIVETEXTUREPROC glad_glActiveTexture; PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; PFNGLROTATEDPROC glad_glRotated; PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline; PFNGLROTATEFPROC glad_glRotatef; PFNGLVERTEX4IPROC glad_glVertex4i; PFNGLREADPIXELSPROC glad_glReadPixels; PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; PFNGLLOADNAMEPROC glad_glLoadName; PFNGLUNIFORM4FPROC glad_glUniform4f; PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines; PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; PFNGLSHADEMODELPROC glad_glShadeModel; PFNGLMAPGRID1DPROC glad_glMapGrid1d; PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; PFNGLMAPGRID1FPROC glad_glMapGrid1f; PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer; PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv; PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv; PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect; PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib; PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; PFNGLALPHAFUNCPROC glad_glAlphaFunc; PFNGLUNIFORM1IVPROC glad_glUniform1iv; PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv; PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName; PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d; PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; PFNGLSTENCILFUNCPROC glad_glStencilFunc; PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData; PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; PFNGLCOLOR4UIVPROC glad_glColor4uiv; PFNGLRECTIVPROC glad_glRectiv; PFNGLCOLORP4UIPROC glad_glColorP4ui; PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages; PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv; PFNGLEVALMESH2PROC glad_glEvalMesh2; PFNGLEVALMESH1PROC glad_glEvalMesh1; PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f; PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d; PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv; PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D; PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv; PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer; PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv; PFNGLCOLOR4UBVPROC glad_glColor4ubv; PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv; PFNGLOBJECTLABELPROC glad_glObjectLabel; PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv; PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv; PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv; PFNGLTEXENVIVPROC glad_glTexEnviv; PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; PFNGLGENBUFFERSPROC glad_glGenBuffers; PFNGLSELECTBUFFERPROC glad_glSelectBuffer; PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex; PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv; PFNGLPUSHATTRIBPROC glad_glPushAttrib; PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; PFNGLBLENDFUNCPROC glad_glBlendFunc; PFNGLCREATEPROGRAMPROC glad_glCreateProgram; PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData; PFNGLTEXIMAGE3DPROC glad_glTexImage3D; PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv; PFNGLLIGHTIVPROC glad_glLightiv; PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData; PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D; PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange; PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage; PFNGLTEXGENFVPROC glad_glTexGenfv; PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv; PFNGLGETNCONVOLUTIONFILTERPROC glad_glGetnConvolutionFilter; PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures; PFNGLENDPROC glad_glEnd; PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline; PFNGLSCISSORPROC glad_glScissor; PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; PFNGLCLIPPLANEPROC glad_glClipPlane; PFNGLPUSHNAMEPROC glad_glPushName; PFNGLTEXGENDVPROC glad_glTexGendv; PFNGLINDEXUBPROC glad_glIndexub; PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv; PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer; PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; PFNGLRASTERPOS4IPROC glad_glRasterPos4i; PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; PFNGLCLEARCOLORPROC glad_glClearColor; PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; PFNGLNORMAL3SPROC glad_glNormal3s; PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv; PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv; PFNGLCOLORP4UIVPROC glad_glColorP4uiv; PFNGLBLENDCOLORPROC glad_glBlendColor; PFNGLGETNPIXELMAPUIVPROC glad_glGetnPixelMapuiv; PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv; PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv; PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; PFNGLUNIFORM3UIPROC glad_glUniform3ui; PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; PFNGLCOLOR4DVPROC glad_glColor4dv; PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; PFNGLUNIFORM2FVPROC glad_glUniform2fv; PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName; PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex; PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect; PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv; PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv; PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect; PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData; PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; PFNGLNORMAL3IVPROC glad_glNormal3iv; PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D; PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv; PFNGLGETUNIFORMDVPROC glad_glGetUniformdv; PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; PFNGLCLEARDEPTHFPROC glad_glClearDepthf; PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage; PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks; PFNGLCOLOR3USPROC glad_glColor3us; PFNGLCOLOR3UIVPROC glad_glColor3uiv; PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; PFNGLGETLIGHTIVPROC glad_glGetLightiv; PFNGLDEPTHFUNCPROC glad_glDepthFunc; PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; PFNGLLISTBASEPROC glad_glListBase; PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; PFNGLCOLOR3UBPROC glad_glColor3ub; PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei; PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; PFNGLCOLOR3UIPROC glad_glColor3ui; PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex; PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple; PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; PFNGLGETFLOATI_VPROC glad_glGetFloati_v; PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; PFNGLCOLORMASKPROC glad_glColorMask; PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer; PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; PFNGLBLENDEQUATIONPROC glad_glBlendEquation; PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat; PFNGLREADNPIXELSPROC glad_glReadnPixels; PFNGLRASTERPOS4SPROC glad_glRasterPos4s; PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv; PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer; PFNGLCOLOR4SVPROC glad_glColor4sv; PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert; PFNGLCREATESAMPLERSPROC glad_glCreateSamplers; PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData; PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; PFNGLFOGFPROC glad_glFogf; PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; PFNGLPROGRAMBINARYPROC glad_glProgramBinary; PFNGLISSAMPLERPROC glad_glIsSampler; PFNGLVERTEXP3UIPROC glad_glVertexP3ui; PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; PFNGLBINDSAMPLERSPROC glad_glBindSamplers; PFNGLCOLOR3IVPROC glad_glColor3iv; PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks; PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; PFNGLTEXCOORD1IPROC glad_glTexCoord1i; PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; PFNGLTEXCOORD1DPROC glad_glTexCoord1d; PFNGLTEXCOORD1FPROC glad_glTexCoord1f; PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D; PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv; PFNGLBLENDFUNCIPROC glad_glBlendFunci; PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; PFNGLTEXCOORD1SPROC glad_glTexCoord1s; PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; PFNGLGENLISTSPROC glad_glGenLists; PFNGLCOLOR3BVPROC glad_glColor3bv; PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei; PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv; PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d; PFNGLGETTEXGENDVPROC glad_glGetTexGendv; PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv; PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; PFNGLENDLISTPROC glad_glEndList; PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed; PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; PFNGLUNIFORM2UIPROC glad_glUniform2ui; PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; PFNGLGETNMAPDVPROC glad_glGetnMapdv; PFNGLCOLOR3USVPROC glad_glColor3usv; PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; PFNGLTEXTUREVIEWPROC glad_glTextureView; PFNGLDISABLEIPROC glad_glDisablei; PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv; PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers; PFNGLINDEXMASKPROC glad_glIndexMask; PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; PFNGLSHADERSOURCEPROC glad_glShaderSource; PFNGLGETNSEPARABLEFILTERPROC glad_glGetnSeparableFilter; PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler; PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat; PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers; PFNGLCLEARACCUMPROC glad_glClearAccum; PFNGLGETSYNCIVPROC glad_glGetSynciv; PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; PFNGLGETNPIXELMAPFVPROC glad_glGetnPixelMapfv; PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri; PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; PFNGLUNIFORM2FPROC glad_glUniform2f; PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v; PFNGLBEGINQUERYPROC glad_glBeginQuery; PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; PFNGLBINDBUFFERPROC glad_glBindBuffer; PFNGLMAP2DPROC glad_glMap2d; PFNGLMAP2FPROC glad_glMap2f; PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample; PFNGLUNIFORM2DPROC glad_glUniform2d; PFNGLVERTEX4DPROC glad_glVertex4d; PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv; PFNGLBUFFERDATAPROC glad_glBufferData; PFNGLEVALPOINT1PROC glad_glEvalPoint1; PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v; PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv; PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; PFNGLGETERRORPROC glad_glGetError; PFNGLGETTEXENVIVPROC glad_glGetTexEnviv; PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; PFNGLGETFLOATVPROC glad_glGetFloatv; PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv; PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; PFNGLEVALCOORD1DPROC glad_glEvalCoord1d; PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; PFNGLEVALCOORD1FPROC glad_glEvalCoord1f; PFNGLPIXELMAPFVPROC glad_glPixelMapfv; PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv; PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; PFNGLGETINTEGERVPROC glad_glGetIntegerv; PFNGLACCUMPROC glad_glAccum; PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv; PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv; PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier; PFNGLISQUERYPROC glad_glIsQuery; PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui; PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; PFNGLTEXIMAGE2DPROC glad_glTexImage2D; PFNGLSTENCILMASKPROC glad_glStencilMask; PFNGLDRAWPIXELSPROC glad_glDrawPixels; PFNGLMULTMATRIXDPROC glad_glMultMatrixd; PFNGLMULTMATRIXFPROC glad_glMultMatrixf; PFNGLISTEXTUREPROC glad_glIsTexture; PFNGLGETMATERIALIVPROC glad_glGetMaterialiv; PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData; PFNGLUNIFORM1FVPROC glad_glUniform1fv; PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D; PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData; PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange; PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer; PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; PFNGLVERTEX4FPROC glad_glVertex4f; PFNGLRECTSVPROC glad_glRectsv; PFNGLCOLOR4USVPROC glad_glColor4usv; PFNGLUNIFORM3DVPROC glad_glUniform3dv; PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv; PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple; PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase; PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation; PFNGLNORMAL3IPROC glad_glNormal3i; PFNGLNORMAL3FPROC glad_glNormal3f; PFNGLNORMAL3DPROC glad_glNormal3d; PFNGLNORMAL3BPROC glad_glNormal3b; PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv; PFNGLPIXELMAPUSVPROC glad_glPixelMapusv; PFNGLGETTEXGENIVPROC glad_glGetTexGeniv; PFNGLARRAYELEMENTPROC glad_glArrayElement; PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage; PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback; PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; PFNGLDEPTHMASKPROC glad_glDepthMask; PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; PFNGLCOLOR3FVPROC glad_glColor3fv; PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; PFNGLUNIFORM4FVPROC glad_glUniform4fv; PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; PFNGLCOLORPOINTERPROC glad_glColorPointer; PFNGLFRONTFACEPROC glad_glFrontFace; PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange; PFNGLCREATEBUFFERSPROC glad_glCreateBuffers; PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri; PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance; PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d; PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines; PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; PFNGLCLIPCONTROLPROC glad_glClipControl; PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv; int GLAD_GL_KHR_debug; PFNGLDEBUGMESSAGECONTROLKHRPROC glad_glDebugMessageControlKHR; PFNGLDEBUGMESSAGEINSERTKHRPROC glad_glDebugMessageInsertKHR; PFNGLDEBUGMESSAGECALLBACKKHRPROC glad_glDebugMessageCallbackKHR; PFNGLGETDEBUGMESSAGELOGKHRPROC glad_glGetDebugMessageLogKHR; PFNGLPUSHDEBUGGROUPKHRPROC glad_glPushDebugGroupKHR; PFNGLPOPDEBUGGROUPKHRPROC glad_glPopDebugGroupKHR; PFNGLOBJECTLABELKHRPROC glad_glObjectLabelKHR; PFNGLGETOBJECTLABELKHRPROC glad_glGetObjectLabelKHR; PFNGLOBJECTPTRLABELKHRPROC glad_glObjectPtrLabelKHR; PFNGLGETOBJECTPTRLABELKHRPROC glad_glGetObjectPtrLabelKHR; PFNGLGETPOINTERVKHRPROC glad_glGetPointervKHR; 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"); glad_glNewList = (PFNGLNEWLISTPROC)load("glNewList"); glad_glEndList = (PFNGLENDLISTPROC)load("glEndList"); glad_glCallList = (PFNGLCALLLISTPROC)load("glCallList"); glad_glCallLists = (PFNGLCALLLISTSPROC)load("glCallLists"); glad_glDeleteLists = (PFNGLDELETELISTSPROC)load("glDeleteLists"); glad_glGenLists = (PFNGLGENLISTSPROC)load("glGenLists"); glad_glListBase = (PFNGLLISTBASEPROC)load("glListBase"); glad_glBegin = (PFNGLBEGINPROC)load("glBegin"); glad_glBitmap = (PFNGLBITMAPPROC)load("glBitmap"); glad_glColor3b = (PFNGLCOLOR3BPROC)load("glColor3b"); glad_glColor3bv = (PFNGLCOLOR3BVPROC)load("glColor3bv"); glad_glColor3d = (PFNGLCOLOR3DPROC)load("glColor3d"); glad_glColor3dv = (PFNGLCOLOR3DVPROC)load("glColor3dv"); glad_glColor3f = (PFNGLCOLOR3FPROC)load("glColor3f"); glad_glColor3fv = (PFNGLCOLOR3FVPROC)load("glColor3fv"); glad_glColor3i = (PFNGLCOLOR3IPROC)load("glColor3i"); glad_glColor3iv = (PFNGLCOLOR3IVPROC)load("glColor3iv"); glad_glColor3s = (PFNGLCOLOR3SPROC)load("glColor3s"); glad_glColor3sv = (PFNGLCOLOR3SVPROC)load("glColor3sv"); glad_glColor3ub = (PFNGLCOLOR3UBPROC)load("glColor3ub"); glad_glColor3ubv = (PFNGLCOLOR3UBVPROC)load("glColor3ubv"); glad_glColor3ui = (PFNGLCOLOR3UIPROC)load("glColor3ui"); glad_glColor3uiv = (PFNGLCOLOR3UIVPROC)load("glColor3uiv"); glad_glColor3us = (PFNGLCOLOR3USPROC)load("glColor3us"); glad_glColor3usv = (PFNGLCOLOR3USVPROC)load("glColor3usv"); glad_glColor4b = (PFNGLCOLOR4BPROC)load("glColor4b"); glad_glColor4bv = (PFNGLCOLOR4BVPROC)load("glColor4bv"); glad_glColor4d = (PFNGLCOLOR4DPROC)load("glColor4d"); glad_glColor4dv = (PFNGLCOLOR4DVPROC)load("glColor4dv"); glad_glColor4f = (PFNGLCOLOR4FPROC)load("glColor4f"); glad_glColor4fv = (PFNGLCOLOR4FVPROC)load("glColor4fv"); glad_glColor4i = (PFNGLCOLOR4IPROC)load("glColor4i"); glad_glColor4iv = (PFNGLCOLOR4IVPROC)load("glColor4iv"); glad_glColor4s = (PFNGLCOLOR4SPROC)load("glColor4s"); glad_glColor4sv = (PFNGLCOLOR4SVPROC)load("glColor4sv"); glad_glColor4ub = (PFNGLCOLOR4UBPROC)load("glColor4ub"); glad_glColor4ubv = (PFNGLCOLOR4UBVPROC)load("glColor4ubv"); glad_glColor4ui = (PFNGLCOLOR4UIPROC)load("glColor4ui"); glad_glColor4uiv = (PFNGLCOLOR4UIVPROC)load("glColor4uiv"); glad_glColor4us = (PFNGLCOLOR4USPROC)load("glColor4us"); glad_glColor4usv = (PFNGLCOLOR4USVPROC)load("glColor4usv"); glad_glEdgeFlag = (PFNGLEDGEFLAGPROC)load("glEdgeFlag"); glad_glEdgeFlagv = (PFNGLEDGEFLAGVPROC)load("glEdgeFlagv"); glad_glEnd = (PFNGLENDPROC)load("glEnd"); glad_glIndexd = (PFNGLINDEXDPROC)load("glIndexd"); glad_glIndexdv = (PFNGLINDEXDVPROC)load("glIndexdv"); glad_glIndexf = (PFNGLINDEXFPROC)load("glIndexf"); glad_glIndexfv = (PFNGLINDEXFVPROC)load("glIndexfv"); glad_glIndexi = (PFNGLINDEXIPROC)load("glIndexi"); glad_glIndexiv = (PFNGLINDEXIVPROC)load("glIndexiv"); glad_glIndexs = (PFNGLINDEXSPROC)load("glIndexs"); glad_glIndexsv = (PFNGLINDEXSVPROC)load("glIndexsv"); glad_glNormal3b = (PFNGLNORMAL3BPROC)load("glNormal3b"); glad_glNormal3bv = (PFNGLNORMAL3BVPROC)load("glNormal3bv"); glad_glNormal3d = (PFNGLNORMAL3DPROC)load("glNormal3d"); glad_glNormal3dv = (PFNGLNORMAL3DVPROC)load("glNormal3dv"); glad_glNormal3f = (PFNGLNORMAL3FPROC)load("glNormal3f"); glad_glNormal3fv = (PFNGLNORMAL3FVPROC)load("glNormal3fv"); glad_glNormal3i = (PFNGLNORMAL3IPROC)load("glNormal3i"); glad_glNormal3iv = (PFNGLNORMAL3IVPROC)load("glNormal3iv"); glad_glNormal3s = (PFNGLNORMAL3SPROC)load("glNormal3s"); glad_glNormal3sv = (PFNGLNORMAL3SVPROC)load("glNormal3sv"); glad_glRasterPos2d = (PFNGLRASTERPOS2DPROC)load("glRasterPos2d"); glad_glRasterPos2dv = (PFNGLRASTERPOS2DVPROC)load("glRasterPos2dv"); glad_glRasterPos2f = (PFNGLRASTERPOS2FPROC)load("glRasterPos2f"); glad_glRasterPos2fv = (PFNGLRASTERPOS2FVPROC)load("glRasterPos2fv"); glad_glRasterPos2i = (PFNGLRASTERPOS2IPROC)load("glRasterPos2i"); glad_glRasterPos2iv = (PFNGLRASTERPOS2IVPROC)load("glRasterPos2iv"); glad_glRasterPos2s = (PFNGLRASTERPOS2SPROC)load("glRasterPos2s"); glad_glRasterPos2sv = (PFNGLRASTERPOS2SVPROC)load("glRasterPos2sv"); glad_glRasterPos3d = (PFNGLRASTERPOS3DPROC)load("glRasterPos3d"); glad_glRasterPos3dv = (PFNGLRASTERPOS3DVPROC)load("glRasterPos3dv"); glad_glRasterPos3f = (PFNGLRASTERPOS3FPROC)load("glRasterPos3f"); glad_glRasterPos3fv = (PFNGLRASTERPOS3FVPROC)load("glRasterPos3fv"); glad_glRasterPos3i = (PFNGLRASTERPOS3IPROC)load("glRasterPos3i"); glad_glRasterPos3iv = (PFNGLRASTERPOS3IVPROC)load("glRasterPos3iv"); glad_glRasterPos3s = (PFNGLRASTERPOS3SPROC)load("glRasterPos3s"); glad_glRasterPos3sv = (PFNGLRASTERPOS3SVPROC)load("glRasterPos3sv"); glad_glRasterPos4d = (PFNGLRASTERPOS4DPROC)load("glRasterPos4d"); glad_glRasterPos4dv = (PFNGLRASTERPOS4DVPROC)load("glRasterPos4dv"); glad_glRasterPos4f = (PFNGLRASTERPOS4FPROC)load("glRasterPos4f"); glad_glRasterPos4fv = (PFNGLRASTERPOS4FVPROC)load("glRasterPos4fv"); glad_glRasterPos4i = (PFNGLRASTERPOS4IPROC)load("glRasterPos4i"); glad_glRasterPos4iv = (PFNGLRASTERPOS4IVPROC)load("glRasterPos4iv"); glad_glRasterPos4s = (PFNGLRASTERPOS4SPROC)load("glRasterPos4s"); glad_glRasterPos4sv = (PFNGLRASTERPOS4SVPROC)load("glRasterPos4sv"); glad_glRectd = (PFNGLRECTDPROC)load("glRectd"); glad_glRectdv = (PFNGLRECTDVPROC)load("glRectdv"); glad_glRectf = (PFNGLRECTFPROC)load("glRectf"); glad_glRectfv = (PFNGLRECTFVPROC)load("glRectfv"); glad_glRecti = (PFNGLRECTIPROC)load("glRecti"); glad_glRectiv = (PFNGLRECTIVPROC)load("glRectiv"); glad_glRects = (PFNGLRECTSPROC)load("glRects"); glad_glRectsv = (PFNGLRECTSVPROC)load("glRectsv"); glad_glTexCoord1d = (PFNGLTEXCOORD1DPROC)load("glTexCoord1d"); glad_glTexCoord1dv = (PFNGLTEXCOORD1DVPROC)load("glTexCoord1dv"); glad_glTexCoord1f = (PFNGLTEXCOORD1FPROC)load("glTexCoord1f"); glad_glTexCoord1fv = (PFNGLTEXCOORD1FVPROC)load("glTexCoord1fv"); glad_glTexCoord1i = (PFNGLTEXCOORD1IPROC)load("glTexCoord1i"); glad_glTexCoord1iv = (PFNGLTEXCOORD1IVPROC)load("glTexCoord1iv"); glad_glTexCoord1s = (PFNGLTEXCOORD1SPROC)load("glTexCoord1s"); glad_glTexCoord1sv = (PFNGLTEXCOORD1SVPROC)load("glTexCoord1sv"); glad_glTexCoord2d = (PFNGLTEXCOORD2DPROC)load("glTexCoord2d"); glad_glTexCoord2dv = (PFNGLTEXCOORD2DVPROC)load("glTexCoord2dv"); glad_glTexCoord2f = (PFNGLTEXCOORD2FPROC)load("glTexCoord2f"); glad_glTexCoord2fv = (PFNGLTEXCOORD2FVPROC)load("glTexCoord2fv"); glad_glTexCoord2i = (PFNGLTEXCOORD2IPROC)load("glTexCoord2i"); glad_glTexCoord2iv = (PFNGLTEXCOORD2IVPROC)load("glTexCoord2iv"); glad_glTexCoord2s = (PFNGLTEXCOORD2SPROC)load("glTexCoord2s"); glad_glTexCoord2sv = (PFNGLTEXCOORD2SVPROC)load("glTexCoord2sv"); glad_glTexCoord3d = (PFNGLTEXCOORD3DPROC)load("glTexCoord3d"); glad_glTexCoord3dv = (PFNGLTEXCOORD3DVPROC)load("glTexCoord3dv"); glad_glTexCoord3f = (PFNGLTEXCOORD3FPROC)load("glTexCoord3f"); glad_glTexCoord3fv = (PFNGLTEXCOORD3FVPROC)load("glTexCoord3fv"); glad_glTexCoord3i = (PFNGLTEXCOORD3IPROC)load("glTexCoord3i"); glad_glTexCoord3iv = (PFNGLTEXCOORD3IVPROC)load("glTexCoord3iv"); glad_glTexCoord3s = (PFNGLTEXCOORD3SPROC)load("glTexCoord3s"); glad_glTexCoord3sv = (PFNGLTEXCOORD3SVPROC)load("glTexCoord3sv"); glad_glTexCoord4d = (PFNGLTEXCOORD4DPROC)load("glTexCoord4d"); glad_glTexCoord4dv = (PFNGLTEXCOORD4DVPROC)load("glTexCoord4dv"); glad_glTexCoord4f = (PFNGLTEXCOORD4FPROC)load("glTexCoord4f"); glad_glTexCoord4fv = (PFNGLTEXCOORD4FVPROC)load("glTexCoord4fv"); glad_glTexCoord4i = (PFNGLTEXCOORD4IPROC)load("glTexCoord4i"); glad_glTexCoord4iv = (PFNGLTEXCOORD4IVPROC)load("glTexCoord4iv"); glad_glTexCoord4s = (PFNGLTEXCOORD4SPROC)load("glTexCoord4s"); glad_glTexCoord4sv = (PFNGLTEXCOORD4SVPROC)load("glTexCoord4sv"); glad_glVertex2d = (PFNGLVERTEX2DPROC)load("glVertex2d"); glad_glVertex2dv = (PFNGLVERTEX2DVPROC)load("glVertex2dv"); glad_glVertex2f = (PFNGLVERTEX2FPROC)load("glVertex2f"); glad_glVertex2fv = (PFNGLVERTEX2FVPROC)load("glVertex2fv"); glad_glVertex2i = (PFNGLVERTEX2IPROC)load("glVertex2i"); glad_glVertex2iv = (PFNGLVERTEX2IVPROC)load("glVertex2iv"); glad_glVertex2s = (PFNGLVERTEX2SPROC)load("glVertex2s"); glad_glVertex2sv = (PFNGLVERTEX2SVPROC)load("glVertex2sv"); glad_glVertex3d = (PFNGLVERTEX3DPROC)load("glVertex3d"); glad_glVertex3dv = (PFNGLVERTEX3DVPROC)load("glVertex3dv"); glad_glVertex3f = (PFNGLVERTEX3FPROC)load("glVertex3f"); glad_glVertex3fv = (PFNGLVERTEX3FVPROC)load("glVertex3fv"); glad_glVertex3i = (PFNGLVERTEX3IPROC)load("glVertex3i"); glad_glVertex3iv = (PFNGLVERTEX3IVPROC)load("glVertex3iv"); glad_glVertex3s = (PFNGLVERTEX3SPROC)load("glVertex3s"); glad_glVertex3sv = (PFNGLVERTEX3SVPROC)load("glVertex3sv"); glad_glVertex4d = (PFNGLVERTEX4DPROC)load("glVertex4d"); glad_glVertex4dv = (PFNGLVERTEX4DVPROC)load("glVertex4dv"); glad_glVertex4f = (PFNGLVERTEX4FPROC)load("glVertex4f"); glad_glVertex4fv = (PFNGLVERTEX4FVPROC)load("glVertex4fv"); glad_glVertex4i = (PFNGLVERTEX4IPROC)load("glVertex4i"); glad_glVertex4iv = (PFNGLVERTEX4IVPROC)load("glVertex4iv"); glad_glVertex4s = (PFNGLVERTEX4SPROC)load("glVertex4s"); glad_glVertex4sv = (PFNGLVERTEX4SVPROC)load("glVertex4sv"); glad_glClipPlane = (PFNGLCLIPPLANEPROC)load("glClipPlane"); glad_glColorMaterial = (PFNGLCOLORMATERIALPROC)load("glColorMaterial"); glad_glFogf = (PFNGLFOGFPROC)load("glFogf"); glad_glFogfv = (PFNGLFOGFVPROC)load("glFogfv"); glad_glFogi = (PFNGLFOGIPROC)load("glFogi"); glad_glFogiv = (PFNGLFOGIVPROC)load("glFogiv"); glad_glLightf = (PFNGLLIGHTFPROC)load("glLightf"); glad_glLightfv = (PFNGLLIGHTFVPROC)load("glLightfv"); glad_glLighti = (PFNGLLIGHTIPROC)load("glLighti"); glad_glLightiv = (PFNGLLIGHTIVPROC)load("glLightiv"); glad_glLightModelf = (PFNGLLIGHTMODELFPROC)load("glLightModelf"); glad_glLightModelfv = (PFNGLLIGHTMODELFVPROC)load("glLightModelfv"); glad_glLightModeli = (PFNGLLIGHTMODELIPROC)load("glLightModeli"); glad_glLightModeliv = (PFNGLLIGHTMODELIVPROC)load("glLightModeliv"); glad_glLineStipple = (PFNGLLINESTIPPLEPROC)load("glLineStipple"); glad_glMaterialf = (PFNGLMATERIALFPROC)load("glMaterialf"); glad_glMaterialfv = (PFNGLMATERIALFVPROC)load("glMaterialfv"); glad_glMateriali = (PFNGLMATERIALIPROC)load("glMateriali"); glad_glMaterialiv = (PFNGLMATERIALIVPROC)load("glMaterialiv"); glad_glPolygonStipple = (PFNGLPOLYGONSTIPPLEPROC)load("glPolygonStipple"); glad_glShadeModel = (PFNGLSHADEMODELPROC)load("glShadeModel"); glad_glTexEnvf = (PFNGLTEXENVFPROC)load("glTexEnvf"); glad_glTexEnvfv = (PFNGLTEXENVFVPROC)load("glTexEnvfv"); glad_glTexEnvi = (PFNGLTEXENVIPROC)load("glTexEnvi"); glad_glTexEnviv = (PFNGLTEXENVIVPROC)load("glTexEnviv"); glad_glTexGend = (PFNGLTEXGENDPROC)load("glTexGend"); glad_glTexGendv = (PFNGLTEXGENDVPROC)load("glTexGendv"); glad_glTexGenf = (PFNGLTEXGENFPROC)load("glTexGenf"); glad_glTexGenfv = (PFNGLTEXGENFVPROC)load("glTexGenfv"); glad_glTexGeni = (PFNGLTEXGENIPROC)load("glTexGeni"); glad_glTexGeniv = (PFNGLTEXGENIVPROC)load("glTexGeniv"); glad_glFeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC)load("glFeedbackBuffer"); glad_glSelectBuffer = (PFNGLSELECTBUFFERPROC)load("glSelectBuffer"); glad_glRenderMode = (PFNGLRENDERMODEPROC)load("glRenderMode"); glad_glInitNames = (PFNGLINITNAMESPROC)load("glInitNames"); glad_glLoadName = (PFNGLLOADNAMEPROC)load("glLoadName"); glad_glPassThrough = (PFNGLPASSTHROUGHPROC)load("glPassThrough"); glad_glPopName = (PFNGLPOPNAMEPROC)load("glPopName"); glad_glPushName = (PFNGLPUSHNAMEPROC)load("glPushName"); glad_glClearAccum = (PFNGLCLEARACCUMPROC)load("glClearAccum"); glad_glClearIndex = (PFNGLCLEARINDEXPROC)load("glClearIndex"); glad_glIndexMask = (PFNGLINDEXMASKPROC)load("glIndexMask"); glad_glAccum = (PFNGLACCUMPROC)load("glAccum"); glad_glPopAttrib = (PFNGLPOPATTRIBPROC)load("glPopAttrib"); glad_glPushAttrib = (PFNGLPUSHATTRIBPROC)load("glPushAttrib"); glad_glMap1d = (PFNGLMAP1DPROC)load("glMap1d"); glad_glMap1f = (PFNGLMAP1FPROC)load("glMap1f"); glad_glMap2d = (PFNGLMAP2DPROC)load("glMap2d"); glad_glMap2f = (PFNGLMAP2FPROC)load("glMap2f"); glad_glMapGrid1d = (PFNGLMAPGRID1DPROC)load("glMapGrid1d"); glad_glMapGrid1f = (PFNGLMAPGRID1FPROC)load("glMapGrid1f"); glad_glMapGrid2d = (PFNGLMAPGRID2DPROC)load("glMapGrid2d"); glad_glMapGrid2f = (PFNGLMAPGRID2FPROC)load("glMapGrid2f"); glad_glEvalCoord1d = (PFNGLEVALCOORD1DPROC)load("glEvalCoord1d"); glad_glEvalCoord1dv = (PFNGLEVALCOORD1DVPROC)load("glEvalCoord1dv"); glad_glEvalCoord1f = (PFNGLEVALCOORD1FPROC)load("glEvalCoord1f"); glad_glEvalCoord1fv = (PFNGLEVALCOORD1FVPROC)load("glEvalCoord1fv"); glad_glEvalCoord2d = (PFNGLEVALCOORD2DPROC)load("glEvalCoord2d"); glad_glEvalCoord2dv = (PFNGLEVALCOORD2DVPROC)load("glEvalCoord2dv"); glad_glEvalCoord2f = (PFNGLEVALCOORD2FPROC)load("glEvalCoord2f"); glad_glEvalCoord2fv = (PFNGLEVALCOORD2FVPROC)load("glEvalCoord2fv"); glad_glEvalMesh1 = (PFNGLEVALMESH1PROC)load("glEvalMesh1"); glad_glEvalPoint1 = (PFNGLEVALPOINT1PROC)load("glEvalPoint1"); glad_glEvalMesh2 = (PFNGLEVALMESH2PROC)load("glEvalMesh2"); glad_glEvalPoint2 = (PFNGLEVALPOINT2PROC)load("glEvalPoint2"); glad_glAlphaFunc = (PFNGLALPHAFUNCPROC)load("glAlphaFunc"); glad_glPixelZoom = (PFNGLPIXELZOOMPROC)load("glPixelZoom"); glad_glPixelTransferf = (PFNGLPIXELTRANSFERFPROC)load("glPixelTransferf"); glad_glPixelTransferi = (PFNGLPIXELTRANSFERIPROC)load("glPixelTransferi"); glad_glPixelMapfv = (PFNGLPIXELMAPFVPROC)load("glPixelMapfv"); glad_glPixelMapuiv = (PFNGLPIXELMAPUIVPROC)load("glPixelMapuiv"); glad_glPixelMapusv = (PFNGLPIXELMAPUSVPROC)load("glPixelMapusv"); glad_glCopyPixels = (PFNGLCOPYPIXELSPROC)load("glCopyPixels"); glad_glDrawPixels = (PFNGLDRAWPIXELSPROC)load("glDrawPixels"); glad_glGetClipPlane = (PFNGLGETCLIPPLANEPROC)load("glGetClipPlane"); glad_glGetLightfv = (PFNGLGETLIGHTFVPROC)load("glGetLightfv"); glad_glGetLightiv = (PFNGLGETLIGHTIVPROC)load("glGetLightiv"); glad_glGetMapdv = (PFNGLGETMAPDVPROC)load("glGetMapdv"); glad_glGetMapfv = (PFNGLGETMAPFVPROC)load("glGetMapfv"); glad_glGetMapiv = (PFNGLGETMAPIVPROC)load("glGetMapiv"); glad_glGetMaterialfv = (PFNGLGETMATERIALFVPROC)load("glGetMaterialfv"); glad_glGetMaterialiv = (PFNGLGETMATERIALIVPROC)load("glGetMaterialiv"); glad_glGetPixelMapfv = (PFNGLGETPIXELMAPFVPROC)load("glGetPixelMapfv"); glad_glGetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC)load("glGetPixelMapuiv"); glad_glGetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC)load("glGetPixelMapusv"); glad_glGetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC)load("glGetPolygonStipple"); glad_glGetTexEnvfv = (PFNGLGETTEXENVFVPROC)load("glGetTexEnvfv"); glad_glGetTexEnviv = (PFNGLGETTEXENVIVPROC)load("glGetTexEnviv"); glad_glGetTexGendv = (PFNGLGETTEXGENDVPROC)load("glGetTexGendv"); glad_glGetTexGenfv = (PFNGLGETTEXGENFVPROC)load("glGetTexGenfv"); glad_glGetTexGeniv = (PFNGLGETTEXGENIVPROC)load("glGetTexGeniv"); glad_glIsList = (PFNGLISLISTPROC)load("glIsList"); glad_glFrustum = (PFNGLFRUSTUMPROC)load("glFrustum"); glad_glLoadIdentity = (PFNGLLOADIDENTITYPROC)load("glLoadIdentity"); glad_glLoadMatrixf = (PFNGLLOADMATRIXFPROC)load("glLoadMatrixf"); glad_glLoadMatrixd = (PFNGLLOADMATRIXDPROC)load("glLoadMatrixd"); glad_glMatrixMode = (PFNGLMATRIXMODEPROC)load("glMatrixMode"); glad_glMultMatrixf = (PFNGLMULTMATRIXFPROC)load("glMultMatrixf"); glad_glMultMatrixd = (PFNGLMULTMATRIXDPROC)load("glMultMatrixd"); glad_glOrtho = (PFNGLORTHOPROC)load("glOrtho"); glad_glPopMatrix = (PFNGLPOPMATRIXPROC)load("glPopMatrix"); glad_glPushMatrix = (PFNGLPUSHMATRIXPROC)load("glPushMatrix"); glad_glRotated = (PFNGLROTATEDPROC)load("glRotated"); glad_glRotatef = (PFNGLROTATEFPROC)load("glRotatef"); glad_glScaled = (PFNGLSCALEDPROC)load("glScaled"); glad_glScalef = (PFNGLSCALEFPROC)load("glScalef"); glad_glTranslated = (PFNGLTRANSLATEDPROC)load("glTranslated"); glad_glTranslatef = (PFNGLTRANSLATEFPROC)load("glTranslatef"); } 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_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); 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"); glad_glArrayElement = (PFNGLARRAYELEMENTPROC)load("glArrayElement"); glad_glColorPointer = (PFNGLCOLORPOINTERPROC)load("glColorPointer"); glad_glDisableClientState = (PFNGLDISABLECLIENTSTATEPROC)load("glDisableClientState"); glad_glEdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC)load("glEdgeFlagPointer"); glad_glEnableClientState = (PFNGLENABLECLIENTSTATEPROC)load("glEnableClientState"); glad_glIndexPointer = (PFNGLINDEXPOINTERPROC)load("glIndexPointer"); glad_glInterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC)load("glInterleavedArrays"); glad_glNormalPointer = (PFNGLNORMALPOINTERPROC)load("glNormalPointer"); glad_glTexCoordPointer = (PFNGLTEXCOORDPOINTERPROC)load("glTexCoordPointer"); glad_glVertexPointer = (PFNGLVERTEXPOINTERPROC)load("glVertexPointer"); glad_glAreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC)load("glAreTexturesResident"); glad_glPrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC)load("glPrioritizeTextures"); glad_glIndexub = (PFNGLINDEXUBPROC)load("glIndexub"); glad_glIndexubv = (PFNGLINDEXUBVPROC)load("glIndexubv"); glad_glPopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC)load("glPopClientAttrib"); glad_glPushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC)load("glPushClientAttrib"); 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glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); glad_glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)load("glClientActiveTexture"); glad_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)load("glMultiTexCoord1d"); glad_glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)load("glMultiTexCoord1dv"); glad_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)load("glMultiTexCoord1f"); glad_glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)load("glMultiTexCoord1fv"); glad_glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)load("glMultiTexCoord1i"); glad_glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)load("glMultiTexCoord1iv"); glad_glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)load("glMultiTexCoord1s"); glad_glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)load("glMultiTexCoord1sv"); glad_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)load("glMultiTexCoord2d"); glad_glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)load("glMultiTexCoord2dv"); glad_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)load("glMultiTexCoord2f"); glad_glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)load("glMultiTexCoord2fv"); glad_glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)load("glMultiTexCoord2i"); glad_glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)load("glMultiTexCoord2iv"); glad_glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)load("glMultiTexCoord2s"); glad_glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)load("glMultiTexCoord2sv"); glad_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)load("glMultiTexCoord3d"); glad_glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)load("glMultiTexCoord3dv"); glad_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)load("glMultiTexCoord3f"); glad_glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)load("glMultiTexCoord3fv"); glad_glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)load("glMultiTexCoord3i"); glad_glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)load("glMultiTexCoord3iv"); glad_glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)load("glMultiTexCoord3s"); glad_glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)load("glMultiTexCoord3sv"); glad_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)load("glMultiTexCoord4d"); glad_glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)load("glMultiTexCoord4dv"); glad_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)load("glMultiTexCoord4f"); glad_glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)load("glMultiTexCoord4fv"); glad_glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)load("glMultiTexCoord4i"); glad_glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)load("glMultiTexCoord4iv"); glad_glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)load("glMultiTexCoord4s"); glad_glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)load("glMultiTexCoord4sv"); glad_glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)load("glLoadTransposeMatrixf"); glad_glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)load("glLoadTransposeMatrixd"); glad_glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)load("glMultTransposeMatrixf"); glad_glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)load("glMultTransposeMatrixd"); } 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_glFogCoordf = (PFNGLFOGCOORDFPROC)load("glFogCoordf"); glad_glFogCoordfv = (PFNGLFOGCOORDFVPROC)load("glFogCoordfv"); glad_glFogCoordd = (PFNGLFOGCOORDDPROC)load("glFogCoordd"); glad_glFogCoorddv = (PFNGLFOGCOORDDVPROC)load("glFogCoorddv"); glad_glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)load("glFogCoordPointer"); glad_glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)load("glSecondaryColor3b"); glad_glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)load("glSecondaryColor3bv"); glad_glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)load("glSecondaryColor3d"); glad_glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)load("glSecondaryColor3dv"); glad_glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)load("glSecondaryColor3f"); glad_glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)load("glSecondaryColor3fv"); glad_glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)load("glSecondaryColor3i"); glad_glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)load("glSecondaryColor3iv"); glad_glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)load("glSecondaryColor3s"); glad_glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)load("glSecondaryColor3sv"); glad_glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)load("glSecondaryColor3ub"); glad_glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)load("glSecondaryColor3ubv"); glad_glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)load("glSecondaryColor3ui"); glad_glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)load("glSecondaryColor3uiv"); glad_glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)load("glSecondaryColor3us"); glad_glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)load("glSecondaryColor3usv"); glad_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)load("glSecondaryColorPointer"); glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC)load("glWindowPos2d"); glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)load("glWindowPos2dv"); glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC)load("glWindowPos2f"); glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)load("glWindowPos2fv"); glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC)load("glWindowPos2i"); glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)load("glWindowPos2iv"); glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC)load("glWindowPos2s"); glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)load("glWindowPos2sv"); glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC)load("glWindowPos3d"); glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)load("glWindowPos3dv"); glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC)load("glWindowPos3f"); glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)load("glWindowPos3fv"); glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC)load("glWindowPos3i"); glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)load("glWindowPos3iv"); glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC)load("glWindowPos3s"); glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)load("glWindowPos3sv"); 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"); 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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"); 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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_VERSION_4_0(GLADloadproc load) { if(!GLAD_GL_VERSION_4_0) return; glad_glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)load("glMinSampleShading"); glad_glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)load("glBlendEquationi"); glad_glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)load("glBlendEquationSeparatei"); glad_glBlendFunci = (PFNGLBLENDFUNCIPROC)load("glBlendFunci"); glad_glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)load("glBlendFuncSeparatei"); glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect"); glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect"); glad_glUniform1d = (PFNGLUNIFORM1DPROC)load("glUniform1d"); glad_glUniform2d = (PFNGLUNIFORM2DPROC)load("glUniform2d"); glad_glUniform3d = (PFNGLUNIFORM3DPROC)load("glUniform3d"); glad_glUniform4d = (PFNGLUNIFORM4DPROC)load("glUniform4d"); glad_glUniform1dv = (PFNGLUNIFORM1DVPROC)load("glUniform1dv"); glad_glUniform2dv = (PFNGLUNIFORM2DVPROC)load("glUniform2dv"); glad_glUniform3dv = (PFNGLUNIFORM3DVPROC)load("glUniform3dv"); glad_glUniform4dv = (PFNGLUNIFORM4DVPROC)load("glUniform4dv"); glad_glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)load("glUniformMatrix2dv"); glad_glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)load("glUniformMatrix3dv"); glad_glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)load("glUniformMatrix4dv"); glad_glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)load("glUniformMatrix2x3dv"); glad_glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)load("glUniformMatrix2x4dv"); glad_glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)load("glUniformMatrix3x2dv"); glad_glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)load("glUniformMatrix3x4dv"); 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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_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv"); glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f"); glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv"); glad_glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)load("glProgramUniform1d"); glad_glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)load("glProgramUniform1dv"); 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glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog"); glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)load("glVertexAttribL1d"); glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)load("glVertexAttribL2d"); glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)load("glVertexAttribL3d"); glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)load("glVertexAttribL4d"); glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)load("glVertexAttribL1dv"); glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)load("glVertexAttribL2dv"); glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)load("glVertexAttribL3dv"); glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)load("glVertexAttribL4dv"); glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)load("glVertexAttribLPointer"); glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)load("glGetVertexAttribLdv"); glad_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)load("glViewportArrayv"); glad_glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)load("glViewportIndexedf"); 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glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ"); glad_glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)load("glGetActiveAtomicCounterBufferiv"); glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture"); glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier"); glad_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)load("glTexStorage1D"); glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D"); glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D"); glad_glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)load("glDrawTransformFeedbackInstanced"); glad_glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)load("glDrawTransformFeedbackStreamInstanced"); } static void load_GL_VERSION_4_3(GLADloadproc load) { if(!GLAD_GL_VERSION_4_3) return; glad_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)load("glClearBufferData"); 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glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer"); glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer"); glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)load("glMultiDrawArraysIndirect"); glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)load("glMultiDrawElementsIndirect"); 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_glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)load("glGetProgramResourceLocationIndex"); glad_glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)load("glShaderStorageBlockBinding"); glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange"); glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample"); glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample"); glad_glTextureView = (PFNGLTEXTUREVIEWPROC)load("glTextureView"); glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer"); glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat"); glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat"); glad_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)load("glVertexAttribLFormat"); glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding"); glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor"); 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_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); } static void load_GL_VERSION_4_4(GLADloadproc load) { if(!GLAD_GL_VERSION_4_4) return; glad_glBufferStorage = (PFNGLBUFFERSTORAGEPROC)load("glBufferStorage"); glad_glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)load("glClearTexImage"); glad_glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC)load("glClearTexSubImage"); glad_glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC)load("glBindBuffersBase"); glad_glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC)load("glBindBuffersRange"); glad_glBindTextures = (PFNGLBINDTEXTURESPROC)load("glBindTextures"); glad_glBindSamplers = (PFNGLBINDSAMPLERSPROC)load("glBindSamplers"); glad_glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)load("glBindImageTextures"); glad_glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)load("glBindVertexBuffers"); } static void load_GL_VERSION_4_5(GLADloadproc load) { if(!GLAD_GL_VERSION_4_5) return; glad_glClipControl = (PFNGLCLIPCONTROLPROC)load("glClipControl"); glad_glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC)load("glCreateTransformFeedbacks"); glad_glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)load("glTransformFeedbackBufferBase"); glad_glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)load("glTransformFeedbackBufferRange"); glad_glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC)load("glGetTransformFeedbackiv"); glad_glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC)load("glGetTransformFeedbacki_v"); glad_glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC)load("glGetTransformFeedbacki64_v"); glad_glCreateBuffers = (PFNGLCREATEBUFFERSPROC)load("glCreateBuffers"); glad_glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)load("glNamedBufferStorage"); glad_glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC)load("glNamedBufferData"); glad_glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)load("glNamedBufferSubData"); glad_glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC)load("glCopyNamedBufferSubData"); glad_glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC)load("glClearNamedBufferData"); glad_glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC)load("glClearNamedBufferSubData"); glad_glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC)load("glMapNamedBuffer"); glad_glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC)load("glMapNamedBufferRange"); glad_glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC)load("glUnmapNamedBuffer"); glad_glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)load("glFlushMappedNamedBufferRange"); glad_glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC)load("glGetNamedBufferParameteriv"); glad_glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)load("glGetNamedBufferParameteri64v"); glad_glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC)load("glGetNamedBufferPointerv"); glad_glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC)load("glGetNamedBufferSubData"); glad_glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC)load("glCreateFramebuffers"); glad_glNamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)load("glNamedFramebufferRenderbuffer"); glad_glNamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)load("glNamedFramebufferParameteri"); glad_glNamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)load("glNamedFramebufferTexture"); glad_glNamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)load("glNamedFramebufferTextureLayer"); glad_glNamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)load("glNamedFramebufferDrawBuffer"); glad_glNamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)load("glNamedFramebufferDrawBuffers"); glad_glNamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)load("glNamedFramebufferReadBuffer"); glad_glInvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)load("glInvalidateNamedFramebufferData"); glad_glInvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)load("glInvalidateNamedFramebufferSubData"); glad_glClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)load("glClearNamedFramebufferiv"); glad_glClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)load("glClearNamedFramebufferuiv"); glad_glClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)load("glClearNamedFramebufferfv"); glad_glClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)load("glClearNamedFramebufferfi"); glad_glBlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC)load("glBlitNamedFramebuffer"); glad_glCheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)load("glCheckNamedFramebufferStatus"); glad_glGetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)load("glGetNamedFramebufferParameteriv"); glad_glGetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetNamedFramebufferAttachmentParameteriv"); glad_glCreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC)load("glCreateRenderbuffers"); glad_glNamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC)load("glNamedRenderbufferStorage"); glad_glNamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glNamedRenderbufferStorageMultisample"); 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glad_glCompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)load("glCompressedTextureSubImage1D"); glad_glCompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)load("glCompressedTextureSubImage2D"); glad_glCompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)load("glCompressedTextureSubImage3D"); glad_glCopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC)load("glCopyTextureSubImage1D"); glad_glCopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC)load("glCopyTextureSubImage2D"); glad_glCopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC)load("glCopyTextureSubImage3D"); glad_glTextureParameterf = (PFNGLTEXTUREPARAMETERFPROC)load("glTextureParameterf"); glad_glTextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC)load("glTextureParameterfv"); glad_glTextureParameteri = (PFNGLTEXTUREPARAMETERIPROC)load("glTextureParameteri"); glad_glTextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC)load("glTextureParameterIiv"); glad_glTextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC)load("glTextureParameterIuiv"); glad_glTextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC)load("glTextureParameteriv"); glad_glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC)load("glGenerateTextureMipmap"); glad_glBindTextureUnit = (PFNGLBINDTEXTUREUNITPROC)load("glBindTextureUnit"); glad_glGetTextureImage = (PFNGLGETTEXTUREIMAGEPROC)load("glGetTextureImage"); glad_glGetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)load("glGetCompressedTextureImage"); glad_glGetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC)load("glGetTextureLevelParameterfv"); glad_glGetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC)load("glGetTextureLevelParameteriv"); glad_glGetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC)load("glGetTextureParameterfv"); glad_glGetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC)load("glGetTextureParameterIiv"); glad_glGetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC)load("glGetTextureParameterIuiv"); glad_glGetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC)load("glGetTextureParameteriv"); glad_glCreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC)load("glCreateVertexArrays"); glad_glDisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC)load("glDisableVertexArrayAttrib"); glad_glEnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC)load("glEnableVertexArrayAttrib"); glad_glVertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC)load("glVertexArrayElementBuffer"); glad_glVertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC)load("glVertexArrayVertexBuffer"); glad_glVertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC)load("glVertexArrayVertexBuffers"); glad_glVertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC)load("glVertexArrayAttribBinding"); glad_glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC)load("glVertexArrayAttribFormat"); glad_glVertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC)load("glVertexArrayAttribIFormat"); glad_glVertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC)load("glVertexArrayAttribLFormat"); glad_glVertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC)load("glVertexArrayBindingDivisor"); glad_glGetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC)load("glGetVertexArrayiv"); glad_glGetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC)load("glGetVertexArrayIndexediv"); glad_glGetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC)load("glGetVertexArrayIndexed64iv"); glad_glCreateSamplers = (PFNGLCREATESAMPLERSPROC)load("glCreateSamplers"); glad_glCreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC)load("glCreateProgramPipelines"); glad_glCreateQueries = (PFNGLCREATEQUERIESPROC)load("glCreateQueries"); glad_glGetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC)load("glGetQueryBufferObjecti64v"); glad_glGetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC)load("glGetQueryBufferObjectiv"); glad_glGetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC)load("glGetQueryBufferObjectui64v"); glad_glGetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC)load("glGetQueryBufferObjectuiv"); glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion"); glad_glGetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC)load("glGetTextureSubImage"); glad_glGetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)load("glGetCompressedTextureSubImage"); glad_glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)load("glGetGraphicsResetStatus"); glad_glGetnCompressedTexImage = (PFNGLGETNCOMPRESSEDTEXIMAGEPROC)load("glGetnCompressedTexImage"); glad_glGetnTexImage = (PFNGLGETNTEXIMAGEPROC)load("glGetnTexImage"); glad_glGetnUniformdv = (PFNGLGETNUNIFORMDVPROC)load("glGetnUniformdv"); glad_glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)load("glGetnUniformfv"); glad_glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)load("glGetnUniformiv"); glad_glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)load("glGetnUniformuiv"); glad_glReadnPixels = (PFNGLREADNPIXELSPROC)load("glReadnPixels"); glad_glGetnMapdv = (PFNGLGETNMAPDVPROC)load("glGetnMapdv"); glad_glGetnMapfv = (PFNGLGETNMAPFVPROC)load("glGetnMapfv"); glad_glGetnMapiv = (PFNGLGETNMAPIVPROC)load("glGetnMapiv"); glad_glGetnPixelMapfv = (PFNGLGETNPIXELMAPFVPROC)load("glGetnPixelMapfv"); glad_glGetnPixelMapuiv = (PFNGLGETNPIXELMAPUIVPROC)load("glGetnPixelMapuiv"); glad_glGetnPixelMapusv = (PFNGLGETNPIXELMAPUSVPROC)load("glGetnPixelMapusv"); glad_glGetnPolygonStipple = (PFNGLGETNPOLYGONSTIPPLEPROC)load("glGetnPolygonStipple"); glad_glGetnColorTable = (PFNGLGETNCOLORTABLEPROC)load("glGetnColorTable"); glad_glGetnConvolutionFilter = (PFNGLGETNCONVOLUTIONFILTERPROC)load("glGetnConvolutionFilter"); glad_glGetnSeparableFilter = (PFNGLGETNSEPARABLEFILTERPROC)load("glGetnSeparableFilter"); glad_glGetnHistogram = (PFNGLGETNHISTOGRAMPROC)load("glGetnHistogram"); glad_glGetnMinmax = (PFNGLGETNMINMAXPROC)load("glGetnMinmax"); glad_glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)load("glTextureBarrier"); } 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_KHR_debug = has_ext("GL_KHR_debug"); 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 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; GLAD_GL_VERSION_4_0 = (major == 4 && minor >= 0) || major > 4; GLAD_GL_VERSION_4_1 = (major == 4 && minor >= 1) || major > 4; GLAD_GL_VERSION_4_2 = (major == 4 && minor >= 2) || major > 4; GLAD_GL_VERSION_4_3 = (major == 4 && minor >= 3) || major > 4; GLAD_GL_VERSION_4_4 = (major == 4 && minor >= 4) || major > 4; GLAD_GL_VERSION_4_5 = (major == 4 && minor >= 5) || major > 4; if (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 5)) { max_loaded_major = 4; max_loaded_minor = 5; } } int gladLoadGLLoader(GLADloadproc load) { 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); load_GL_VERSION_4_0(load); load_GL_VERSION_4_1(load); load_GL_VERSION_4_2(load); load_GL_VERSION_4_3(load); load_GL_VERSION_4_4(load); load_GL_VERSION_4_5(load); if (!find_extensionsGL()) return 0; load_GL_KHR_debug(load); return GLVersion.major != 0 || GLVersion.minor != 0; }
C
3D
hku-mars/ImMesh
src/tools/openGL_libs/gl_draw_founction.hpp
.hpp
17,295
557
#pragma once #include "glformattraits.h" #include <GLFW/glfw3.h> // Will drag system OpenGL headers #include <Eigen/Core> #include <Eigen/Geometry> #if 0 void test_unproject(GLFWwindow* window) { double xPos, yPos; int pixel_w, pixel_h, screen_w, screen_h; glm::mat4 modelview, projection ; glGetFloatv(GL_MODELVIEW_MATRIX, &modelview[0][0]); glGetFloatv(GL_PROJECTION_MATRIX, &projection[0][0]); glfwGetWindowSize(window, &screen_w, &screen_h); glfwGetFramebufferSize(window, &pixel_w, &pixel_h); glfwGetCursorPos(window, &xPos, &yPos); glm::vec2 screen_pos = glm::vec2(xPos, yPos); glm::vec2 pixel_pos = screen_pos * glm::vec2(pixel_w, pixel_h) / glm::vec2(screen_w, screen_h); glm::vec3 win = glm::vec3(pixel_pos.x, pixel_h - pixel_pos.y, 0.0f); glm::vec3 h_hat = glm::unProject(win, modelview, projection, glm::vec4(0, 0, screen_w, screen_h)); // convert the screen coordinate to world coordinate float worldX = h_hat.x; float worldY = h_hat.y; // cout << "===============================" << endl; // cout<< "Screen pos = " << eigen_vec_f<2>(&screen_pos[0]).transpose() << endl; // cout<< "Pixel_pos = " << eigen_vec_f<2>(&pixel_pos[0]).transpose() << endl; // cout<< "win = " << eigen_vec_f<3>(&win[0]).transpose() << endl; // printf("Cursor position: %f, %f %f\r\n", h_hat.x, h_hat.y, h_hat.z); } #endif inline void glDrawSphere( double r, int lats, int longs, float z_scale = 1.0 ) { int i, j; for ( i = 0; i <= lats; i++ ) { double lat0 = M_PI * ( -0.5 + ( double ) ( i - 1 ) / lats ); double z0 = sin( lat0 ) * z_scale; double zr0 = cos( lat0 ); double lat1 = M_PI * ( -0.5 + ( double ) i / lats ); double z1 = sin( lat1 ) * z_scale; double zr1 = cos( lat1 ); glLineWidth( 1.0 ); // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBegin( GL_QUAD_STRIP ); for ( j = 0; j <= longs; j++ ) { double lng = 2 * M_PI * ( double ) ( j - 1 ) / longs; double x = cos( lng ); double y = sin( lng ); glNormal3f( x * zr0, y * zr0, z0 ); // This normal is not so collect if z_scale != 1.0 glVertex3f( r * x * zr0, r * y * zr0, r * z0 ); glNormal3f( x * zr1, y * zr1, z1 ); // This normal is not so collect if z_scale != 1.0 glVertex3f( r * x * zr1, r * y * zr1, r * z1 ); } glEnd(); } } inline void draw_cube( float scale = 0.1f, float alpha = 1.0) { glBegin( GL_QUADS ); // Begin drawing the color cube with 6 quads // Top face (y = scale) // Define vertices in counter-clockwise (CCW) order with normal pointing out glColor4f( 0.0f, scale, 0.0f, alpha ); // Green glVertex3f( scale, scale, -scale ); glVertex3f( -scale, scale, -scale ); glVertex3f( -scale, scale, scale ); glVertex3f( scale, scale, scale ); // Bottom face (y = -scale) glColor4f( 1, 0.5f, 0.0f, alpha ); // Orange glVertex3f( scale, -scale, scale ); glVertex3f( -scale, -scale, scale ); glVertex3f( -scale, -scale, -scale ); glVertex3f( scale, -scale, -scale ); // Front face (z = scale) glColor4f( 1, 0.0f, 0.0f, alpha ); // Red glVertex3f( scale, scale, scale ); glVertex3f( -scale, scale, scale ); glVertex3f( -scale, -scale, scale ); glVertex3f( scale, -scale, scale ); // Back face (z = -scale) glColor4f( 1, 1, 0.0f, alpha ); // Yellow glVertex3f( scale, -scale, -scale ); glVertex3f( -scale, -scale, -scale ); glVertex3f( -scale, scale, -scale ); glVertex3f( scale, scale, -scale ); // Left face (x = -scale) glColor4f( 0.0f, 0.0f, 1, alpha ); // Blue glVertex3f( -scale, scale, scale ); glVertex3f( -scale, scale, -scale ); glVertex3f( -scale, -scale, -scale ); glVertex3f( -scale, -scale, scale ); // Right face (x = scale) glColor4f( 1, 0.0f, 1, alpha ); // Magenta glVertex3f( scale, scale, -scale ); glVertex3f( scale, scale, scale ); glVertex3f( scale, -scale, scale ); glVertex3f( scale, -scale, -scale ); glEnd(); // End of drawing color-cube } // h [0,360) // s [0,1] // v [0,1] inline void glColorHSV( GLfloat hue, GLfloat s=1.0f, GLfloat v=1.0f ) { const GLfloat h = hue / 60.0f; const int i = (int)floor(h); const GLfloat f = (i%2 == 0) ? 1-(h-i) : h-i; const GLfloat m = v * (1-s); const GLfloat n = v * (1-s*f); switch(i) { case 0: glColor4f(v,n,m,1); break; case 1: glColor4f(n,v,m,1); break; case 2: glColor4f(m,v,n,1); break; case 3: glColor4f(m,n,v,1); break; case 4: glColor4f(n,m,v,1); break; case 5: glColor4f(v,m,n,1); break; default: break; } } inline void glColorBin( int bin, int max_bins, GLfloat sat=1.0f, GLfloat val=1.0f ) { if( bin >= 0 ) { const GLfloat hue = (GLfloat)(bin%max_bins) * 360.0f / (GLfloat)max_bins; glColorHSV(hue,sat,val); }else{ glColor4f(1,1,1,1); } } template<typename T> inline void glDrawVertices( size_t num_vertices, const T* const vertex_ptr, GLenum mode, size_t elements_per_vertex = GlFormatTraits<T>::components, size_t vertex_stride_bytes = 0 ) { if(num_vertices > 0) { // PANGO_ENSURE(vertex_ptr != nullptr); // PANGO_ENSURE(mode != GL_LINES || num_vertices % 2 == 0, "number of vertices (%) must be even in GL_LINES mode", num_vertices ); glVertexPointer((GLint)elements_per_vertex, GlFormatTraits<T>::gltype, (GLsizei)vertex_stride_bytes, vertex_ptr); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(mode, 0, (GLsizei)num_vertices); glDisableClientState(GL_VERTEX_ARRAY); } } template<typename TV, typename TC> inline void glDrawColoredVertices( size_t num_vertices, const TV* const vertex_ptr, const TC* const color_ptr, GLenum mode, size_t elements_per_vertex = GlFormatTraits<TV>::components, size_t elements_per_color = GlFormatTraits<TC>::components, size_t vertex_stride_bytes = 0, size_t color_stride_bytes = 0 ) { if(color_ptr) { glColorPointer((GLint)elements_per_color, GlFormatTraits<TC>::gltype, (GLsizei)color_stride_bytes, color_ptr); glEnableClientState(GL_COLOR_ARRAY); glDrawVertices<TV>(num_vertices, vertex_ptr, mode, elements_per_vertex, vertex_stride_bytes); glDisableClientState(GL_COLOR_ARRAY); }else{ glDrawVertices<TV>(num_vertices, vertex_ptr, mode, elements_per_vertex, vertex_stride_bytes); } } inline void glDrawLine( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) { const GLfloat verts[] = { x1,y1, x2,y2 }; glDrawVertices<float>(2, verts, GL_LINES, 2); } inline void glDrawLine( GLfloat x1, GLfloat y1, GLfloat z1, GLfloat x2, GLfloat y2, GLfloat z2) { const GLfloat verts[] = { x1,y1,z1, x2,y2,z2 }; glDrawVertices<float>(2, verts, GL_LINES, 3); } inline void glDrawCross( GLfloat x, GLfloat y, GLfloat rad ) { const GLfloat verts[] = { x-rad,y, x+rad, y, x,y-rad, x, y+rad}; glDrawVertices<float>(4, verts, GL_LINES, 2); } inline void glDrawCross( GLfloat x, GLfloat y, GLfloat z, GLfloat rad ) { const GLfloat verts[] = { x-rad,y,z, x+rad,y,z, x,y-rad,z, x,y+rad,z, x,y,z-rad, x,y,z+rad }; glDrawVertices<float>(6, verts, GL_LINES, 3); } inline void glDrawAxis(float s) { const GLfloat cols[] = { 1,0,0, 1,0,0, 0,1,0, 0,1,0, 0,0,1, 0,0,1 }; const GLfloat verts[] = { 0,0,0, s,0,0, 0,0,0, 0,s,0, 0,0,0, 0,0,s }; glDrawColoredVertices<float,float>(6, verts, cols, GL_LINES, 3, 3); } inline void glDrawRect( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLenum mode = GL_TRIANGLE_FAN ) { const GLfloat verts[] = { x1,y1, x2,y1, x2,y2, x1,y2 }; glDrawVertices<float>(4, verts, mode, 2); } inline void glDrawRectPerimeter( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) { glDrawRect(x1,y1, x2,y2, GL_LINE_LOOP); } inline void glDrawCirclePerimeter( float x, float y, float rad ) { const int N = 50; GLfloat verts[N*2]; const float TAU_DIV_N = 2*(float)M_PI/N; for(int i = 0; i < N*2; i+=2) { verts[i] = x + rad * cos(i*TAU_DIV_N); verts[i+1] = y + rad * sin(i*TAU_DIV_N); } glDrawVertices<float>(N, verts, GL_LINES, 2); } inline void glDrawCircle( GLfloat x, GLfloat y, GLfloat rad ) { const int N = 50; GLfloat verts[N*2]; // Draw vertices anticlockwise for front face const float TAU_DIV_N = 2*(float)M_PI/N; for(int i = 0; i < N*2; i+=2) { verts[i] = x + rad * cos(-i*TAU_DIV_N); verts[i+1] = y + rad * sin(-i*TAU_DIV_N); } // Render filled shape and outline (to make it look smooth) glVertexPointer(2, GL_FLOAT, 0, verts); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(GL_TRIANGLE_FAN, 0, N); glDrawArrays(GL_LINE_STRIP, 0, N); glDisableClientState(GL_VERTEX_ARRAY); } inline void glDrawColouredCube(GLfloat axis_min=-0.5f, GLfloat axis_max = +0.5f) { const GLfloat l = axis_min; const GLfloat h = axis_max; const GLfloat verts[] = { l,l,h, h,l,h, l,h,h, h,h,h, // FRONT l,l,l, l,h,l, h,l,l, h,h,l, // BACK l,l,h, l,h,h, l,l,l, l,h,l, // LEFT h,l,l, h,h,l, h,l,h, h,h,h, // RIGHT l,h,h, h,h,h, l,h,l, h,h,l, // TOP l,l,h, l,l,l, h,l,h, h,l,l // BOTTOM }; glVertexPointer(3, GL_FLOAT, 0, verts); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0f, 0.0f, 0.0f, 1.0f); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glColor4f(0.0f, 1.0f, 0.0f, 1.0f); glDrawArrays(GL_TRIANGLE_STRIP, 8, 4); glDrawArrays(GL_TRIANGLE_STRIP, 12, 4); glColor4f(0.0f, 0.0f, 1.0f, 1.0f); glDrawArrays(GL_TRIANGLE_STRIP, 16, 4); glDrawArrays(GL_TRIANGLE_STRIP, 20, 4); glDisableClientState(GL_VERTEX_ARRAY); } inline void glDraw_x0(GLfloat scale, int grid) { const GLfloat maxord = grid*scale; for (int i = -grid; i <= grid; ++i) { glDrawLine(0.0, i*scale, -maxord, 0.0, i*scale, +maxord); glDrawLine(0.0, -maxord, i*scale, 0.0, +maxord, i*scale); } } inline void glDraw_y0(GLfloat scale, int grid) { const GLfloat maxord = grid*scale; for (int i = -grid; i <= grid; ++i) { glDrawLine(i*scale, 0.0, -maxord, i*scale, 0.0, +maxord); glDrawLine(-maxord, 0.0, i*scale, +maxord, 0.0, i*scale); } } inline void glDraw_z0(GLfloat scale, int grid) { const GLfloat maxord = grid*scale; for(int i=-grid; i<=grid; ++i ) { glDrawLine(i*scale,-maxord, i*scale,+maxord); glDrawLine(-maxord, i*scale, +maxord, i*scale); } } inline void glDrawFrustum( GLfloat u0, GLfloat v0, GLfloat fu, GLfloat fv, int w, int h, GLfloat scale ) { const GLfloat xl = scale * u0; const GLfloat xh = scale * (w*fu + u0); const GLfloat yl = scale * v0; const GLfloat yh = scale * (h*fv + v0); const GLfloat verts[] = { xl,yl,scale, xh,yl,scale, xh,yh,scale, xl,yh,scale, xl,yl,scale, 0,0,0, xh,yl,scale, 0,0,0, xl,yh,scale, 0,0,0, xh,yh,scale }; glDrawVertices(11, verts, GL_LINE_STRIP, 3); } inline void glDrawTexture(GLenum target, GLuint texid) { glBindTexture(target, texid); glEnable(target); const GLfloat sq_vert[] = { -1,-1, 1,-1, 1, 1, -1, 1 }; glVertexPointer(2, GL_FLOAT, 0, sq_vert); glEnableClientState(GL_VERTEX_ARRAY); const GLfloat sq_tex[] = { 0,0, 1,0, 1,1, 0,1 }; glTexCoordPointer(2, GL_FLOAT, 0, sq_tex); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor4f(1,1,1,1); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(target); } inline void glDrawTextureFlipY(GLenum target, GLuint texid) { glBindTexture(target, texid); glEnable(target); const GLfloat sq_vert[] = { -1,-1, 1,-1, 1, 1, -1, 1 }; glVertexPointer(2, GL_FLOAT, 0, sq_vert); glEnableClientState(GL_VERTEX_ARRAY); const GLfloat sq_tex[] = { 0,1, 1,1, 1,0, 0,0 }; glTexCoordPointer(2, GL_FLOAT, 0, sq_tex); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor4f(1,1,1,1); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(target); } #ifndef HAVE_GLES inline void glVertex( const Eigen::Vector3d& p ) { glVertex3dv(p.data()); } #endif inline void glDrawLine( const Eigen::Vector2d& p1, const Eigen::Vector2d& p2 ) { glDrawLine((GLfloat)p1(0), (GLfloat)p1(1), (GLfloat)p2(0), (GLfloat)p2(1)); } // Draws a vector of 2d or 3d vertices using provided ``mode``. // // Preconditions: // - ``mode`` must be GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_LINE_LOOP, etc // - If ``mode == GL_LINES``, then ``vertices.size()`` must be a multiple of 2. // template<typename P, int N, class Allocator> void glDrawVertices(const std::vector<Eigen::Matrix<P, N, 1>, Allocator>& vertices, GLenum mode) { glDrawVertices(vertices.size(), vertices.data(), mode); } // Draws a vector of 2d or 3d points. // template<typename P, int N, class Allocator> void glDrawPoints(const std::vector<Eigen::Matrix<P, N, 1>, Allocator>& vertices) { glDrawVertices(vertices, GL_POINTS); } // Draws a vector of 2d or 3d lines. // // Precondition: ``vertices.size()`` must be a multiple of 2. // template<typename P, int N, class Allocator> void glDrawLines(const std::vector<Eigen::Matrix<P, N, 1>, Allocator>& vertices) { glDrawVertices(vertices, GL_LINES); } // Draws a 2d or 3d line strip. // template<typename P, int N, class Allocator> void glDrawLineStrip(const std::vector<Eigen::Matrix<P, N, 1>, Allocator>& vertices) { glDrawVertices(vertices, GL_LINE_STRIP); } // Draws a 2d or 3d line loop. // template<typename P, int N, class Allocator> void glDrawLineLoop(const std::vector<Eigen::Matrix<P, N, 1>, Allocator>& vertices) { glDrawVertices(vertices, GL_LINE_LOOP); } inline void glDrawCross( const Eigen::Vector2d& p, double r = 5.0 ) { glDrawCross((GLfloat)p(0), (GLfloat)p(1), (GLfloat)r); } inline void glDrawCross( const Eigen::Vector3d& p, double r = 5.0 ) { glDrawCross((GLfloat)p(0), (GLfloat)p(1), (GLfloat)p(2), (GLfloat)r); } inline void glDrawCircle( const Eigen::Vector2d& p, double radius = 5.0 ) { glDrawCircle((GLfloat)p(0), (GLfloat)p(1), (GLfloat)radius); } inline void glDrawCirclePerimeter( const Eigen::Vector2d& p, double radius = 5.0 ) { glDrawCirclePerimeter((GLfloat)p(0), (GLfloat)p(1), (GLfloat)radius); } inline void glSetFrameOfReference( const Eigen::Matrix4f& T_wf ) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glMultMatrixf( T_wf.data() ); } inline void glSetFrameOfReference( const Eigen::Matrix4d& T_wf ) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); #ifndef HAVE_GLES glMultMatrixd( T_wf.data() ); #else const Eigen::Matrix4f fT_wf = T_wf.cast<GLfloat>(); glMultMatrixf( fT_wf.data() ); #endif } inline void glUnsetFrameOfReference() { glPopMatrix(); } template<typename T, typename S> inline void glDrawAxis( const T& T_wf, S scale ) { glSetFrameOfReference(T_wf); glDrawAxis(scale); glUnsetFrameOfReference(); } template<typename T> inline void glDrawFrustum( const Eigen::Matrix<T,3,3>& Kinv, int w, int h, GLfloat scale ) { glDrawFrustum((GLfloat)Kinv(0,2), (GLfloat)Kinv(1,2), (GLfloat)Kinv(0,0), (GLfloat)Kinv(1,1), w, h, scale); } template<typename T> inline void glDrawFrustum( const Eigen::Matrix<T,3,3>& Kinv, int w, int h, const Eigen::Matrix<T,4,4>& T_wf, T scale ) { glSetFrameOfReference(T_wf); glDrawFrustum(Kinv,w,h,scale); glUnsetFrameOfReference(); } template<typename T> inline void glDrawAlignedBox( const Eigen::AlignedBox<T,2>& box, GLenum mode = GL_TRIANGLE_FAN ) { const Eigen::Matrix<float,2,1> l = box.min().template cast<float>(); const Eigen::Matrix<float,2,1> h = box.max().template cast<float>(); GLfloat verts[] = { l[0], l[1], h[0], l[1], h[0], h[1], l[0], h[1] }; glDrawVertices(4, verts, mode, 2); } template<typename T> inline void glDrawAlignedBoxPerimeter( const Eigen::AlignedBox<T,2>& box) { glDrawAlignedBox<T>(box, GL_LINE_LOOP); } template<typename T> inline void glDrawAlignedBox( const Eigen::AlignedBox<T,3>& box) { const Eigen::Matrix<float,3,1> l = box.min().template cast<float>(); const Eigen::Matrix<float,3,1> h = box.max().template cast<float>(); GLfloat verts[] = { l[0], l[1], l[2], l[0], l[1], h[2], h[0], l[1], h[2], h[0], l[1], l[2], l[0], l[1], l[2], l[0], h[1], l[2], h[0], h[1], l[2], h[0], l[1], l[2], h[0], h[1], l[2], h[0], h[1], h[2], l[0], h[1], h[2], l[0], h[1], l[2], l[0], h[1], h[2], l[0], l[1], h[2], h[0], l[1], h[2], h[0], h[1], h[2] }; glDrawVertices(16, verts, GL_LINE_STRIP, 3); }
Unknown
3D
hku-mars/ImMesh
src/tools/openGL_libs/openGL_camera.cpp
.cpp
36,229
829
/* This code is the implementation of our paper "ImMesh: An Immediate LiDAR Localization and Meshing Framework". The source code of this package is released under GPLv2 license. We only allow it free for personal and academic usage. If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, et al. "Immesh: An immediate lidar localization and meshing framework." IEEE Transactions on Robotics (T-RO 2023) [2] Yuan, Chongjian, et al. "Efficient and probabilistic adaptive voxel mapping for accurate online lidar odometry." IEEE Robotics and Automation Letters (RA-L 2022) [3] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." IEEE International Conference on Robotics and Automation (ICRA 2022) For commercial use, please contact me <ziv.lin.ljr@gmail.com> and Dr. Fu Zhang <fuzhang@hku.hk> to negotiate a different license. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "openGL_camera.hpp" #include "gl_draw_founction.hpp" static void glfw_error_callback( int error, const char* description ) { fprintf( stderr, "Glfw Error %d: %s\n", error, description ); } GLFWwindow* GL_camera::init_openGL_and_ImGUI( const char* window_title, int full_screen, int font_size_bias ) { scope_color( ANSI_COLOR_YELLOW_BOLD ); glfwSetErrorCallback( glfw_error_callback ); if ( !glfwInit() ) return nullptr; const char* glsl_version = "#version 130"; glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 ); glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 0 ); GLFWwindow* window = glfwCreateWindow( 1280, 720, window_title, nullptr, NULL ); if ( window == NULL ) return nullptr; m_glfw_window = window; bind_gl_callback_function( m_glfw_window ); glfwMakeContextCurrent( m_glfw_window ); glfwSwapInterval( 1 ); IMGUI_CHECKVERSION(); ImGui::CreateContext(); if ( full_screen ) { glfwMaximizeWindow( m_glfw_window ); } ImGuiIO& io = ImGui::GetIO(); init_ImGUI_IO( &io ); ImGui::StyleColorsDark(); ImGui_ImplGlfw_InitForOpenGL( m_glfw_window, true ); ImGui_ImplOpenGL3_Init( glsl_version ); set_windows_projection_matrix( 2000.0, m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far ); const GLFWvidmode* vidmode = glfwGetVideoMode( glfwGetPrimaryMonitor() ); double font_scale = std::ceil( vidmode->width / ( 3840.0 / 20.0 ) ) + font_size_bias; set_windows_projection_matrix( vidmode->width / ( 3840.0 / 2000.0 ), m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far ); #ifndef FONT_DIR #else cout << "Load font from: " << std::string( FONT_DIR ).append( "/Roboto-Medium.ttf" ) << endl; cout << "Display width = " << vidmode->width << endl; cout << "Font sclae = " << font_scale << endl; io.Fonts->AddFontFromFileTTF( std::string( FONT_DIR ).append( "/Roboto-Medium.ttf" ).c_str(), font_scale ); #endif // window = glfwCreateWindow( 640, 480, std::string(window_title).append("_depth").c_str(), nullptr, NULL ); // if (window == NULL) // return nullptr; // m_glfw_window_depth = window; // bind_gl_callback_function( m_glfw_window_depth ); return m_glfw_window; } void GL_camera::set_last_tracking_camera_pos( Eigen::Quaterniond current_camera_q, vec_3 current_camera_pos ) { m_track_last_follow_translation = current_camera_pos; m_track_last_openGL_translation = m_gl_cam.m_camera_pos; m_track_last_follow_rotation = current_camera_q.toRotationMatrix(); m_track_last_openGL_rotation = m_gl_cam.m_camera_rot; m_need_reset_tracking_camera_pos = false; // cout << ANSI_COLOR_BLUE_BOLD << "Set last camera translation: " << m_track_last_follow_translation.transpose() << ANSI_COLOR_RESET << endl; } void GL_camera::draw_frame_start( ImVec4 clear_color ) { glfwPollEvents(); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); glClearColor( clear_color.x, clear_color.y, clear_color.z, clear_color.w ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glEnable( GL_DEPTH_TEST ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glDisable( GL_POINT_SMOOTH ); glDisable( GL_LINE_SMOOTH ); // glEnable( GL_LINE_SMOOTH ); // glEnable( GL_POLYGON_SMOOTH ); glHint( GL_POINT_SMOOTH_HINT, GL_FASTEST ); glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); // glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST ); glfwWindowHint(GLFW_SAMPLES, 4); glEnable(GL_MULTISAMPLE); get_pressed_keys(); servo_moving_camera(); init_dock_space(); } void GL_camera::draw_frame_finish( int flush_camera_matrix ) { ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData( ImGui::GetDrawData() ); glfwSwapBuffers( m_glfw_window ); } int GL_camera::if_windows_should_close() { return glfwWindowShouldClose( m_glfw_window ); } void GL_camera::destroy_window() { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow( m_glfw_window ); glfwTerminate(); } void GL_camera::init_dock_space() { ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking; // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None | ImGuiDockNodeFlags_PassthruCentralNode | ImGuiDockNodeFlags_AutoHideTabBar; const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos( viewport->WorkPos ); ImGui::SetNextWindowSize( viewport->WorkSize ); ImGui::SetNextWindowViewport( viewport->ID ); ImGui::PushStyleVar( ImGuiStyleVar_WindowRounding, 0.0f ); ImGui::PushStyleVar( ImGuiStyleVar_ChildBorderSize, 0.0f ); ImGui::PushStyleVar( ImGuiStyleVar_WindowBorderSize, 10.0f ); // ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.0f)); // Set window background to red window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; window_flags |= ImGuiWindowFlags_NoBackground; ImGui::Begin( "DockSpace", nullptr, window_flags ); ImGui::PopStyleVar( 3 ); // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; ImGuiID dockspace_id = ImGui::GetID( "MyDockSpace" ); ImGui::DockSpace( dockspace_id, ImVec2( 0.0f, 0.0f ), dockspace_flags ); ImGui::End(); } void GL_camera::get_pressed_keys() { m_pressed_key.clear(); for ( ImGuiKey key = 0; key < ImGuiKey_COUNT; key++ ) { if ( imgui_key_funcs::IsLegacyNativeDupe( key ) ) continue; if ( ImGui::IsKeyPressed( key ) ) { m_pressed_key.insert( ImGui::GetKeyName( key ) ); } } } bool GL_camera::if_press_key( std::string key ) { if ( m_pressed_key.find( key ) != m_pressed_key.end() ) { return true; } return false; } void GL_camera::init_ImGUI_IO( ImGuiIO* io ) { m_gui_io = io; } void GL_camera::set_clicked_depth( float clicked_depth ) { if ( clicked_depth < m_gl_cam.m_camera_z_far * 0.8 && clicked_depth > m_gl_cam.m_camera_z_near * 1.2 ) { m_last_clicked_depth = clicked_depth; } } void GL_camera::set_position( const vec_3& pos ) { m_gl_cam.m_camera_pos = pos; } void GL_camera::set_rotation( const vec_3& rot_vec ) { m_gl_cam.m_camera_rot = Sophus::SO3d::exp( vec_3( rot_vec( 0 ) / 57.3, rot_vec( 1 ) / 57.3, rot_vec( 2 ) / 57.3 ) ).matrix(); } void GL_camera::rotate_by_roll( double degree ) { m_gl_cam.m_camera_rot = m_gl_cam.m_camera_rot * Sophus::SO3d::rotZ( degree / 57.3 ).matrix(); } void GL_camera::rotate_by_pitch( double degree ) { m_gl_cam.m_camera_rot = m_gl_cam.m_camera_rot * Sophus::SO3d::rotX( degree / 57.3 ).matrix(); } void GL_camera::rotate_by_yaw( double degree ) { m_gl_cam.m_camera_rot = m_gl_cam.m_camera_rot * Sophus::SO3d::rotY( degree / 57.3 ).matrix(); } void GL_camera::rotate_by_rpy( double roll, double pitch, double yaw ) { m_gl_cam.m_camera_rot = m_gl_cam.m_camera_rot * ( Sophus::SO3d::exp( vec_3( pitch, yaw, roll ) / 57.3 ).matrix() ); } void GL_camera::rotate_by_rpy( vec_3 roll_pitch_yaw ) { rotate_by_rpy( roll_pitch_yaw( 0 ), roll_pitch_yaw( 1 ), roll_pitch_yaw( 2 ) ); } void GL_camera::move_forward_backward( double dis ) { // printf_line; // vec_3 move_vec = (m_gl_cam.m_camera_rot.col(2) * dis) ; // cout << "Move_forward_backward, dis = " << move_vec.transpose() << endl; m_gl_cam.m_camera_pos += (m_gl_cam.m_camera_rot.col(2) * dis); } void GL_camera::move_left_right( double dis ) { m_gl_cam.m_camera_pos += (m_gl_cam.m_camera_rot.col(0) * dis); } void GL_camera::move_up_down( double dis ) { m_gl_cam.m_camera_pos += (m_gl_cam.m_camera_rot.col(1) * dis); } void GL_camera::servo_moving_camera() { if(if_press_key("UpArrow")) { move_up_down(m_moving_sensitive * m_last_clicked_depth); } if(if_press_key("DownArrow")) { move_up_down(-m_moving_sensitive * m_last_clicked_depth); } if(if_press_key("LeftArrow")) { move_left_right(-m_moving_sensitive * m_last_clicked_depth); } if(if_press_key("RightArrow")) { move_left_right(m_moving_sensitive * m_last_clicked_depth); } if(if_press_key("PageUp")) { move_forward_backward(-m_moving_sensitive * m_last_clicked_depth); } if(if_press_key("PageDown")) { move_forward_backward(m_moving_sensitive * m_last_clicked_depth); } if(if_press_key("Home")) { rotate_by_yaw(-30 ); } if(if_press_key("End")) { rotate_by_yaw(30 ); } } void GL_camera::set_windows_projection_matrix( float camera_focus, float z_near, float z_far ) { glfwGetFramebufferSize( m_glfw_window, &m_gl_cam.m_display_w, &m_gl_cam.m_display_h ); m_gl_cam.m_camera_intrinsic << camera_focus, 0, m_gl_cam.m_display_w / 2, 0, camera_focus, m_gl_cam.m_display_h / 2, 0, 0, 1; m_gl_cam.m_camera_intrinsic_inv = m_gl_cam.m_camera_intrinsic.inverse(); m_gl_cam.m_camera_focus = camera_focus; if ( 0 ) { Eigen::Matrix< float, 4, 4 > projection_matrix = init_projection_matrix< float >( m_gl_cam.m_display_w, m_gl_cam.m_display_h, camera_focus, camera_focus, m_gl_cam.m_display_w * 0.5, m_gl_cam.m_display_h * 0.5, z_near, z_far ); glMatrixMode( GL_PROJECTION ); glLoadMatrixf( projection_matrix.data() ); } else { m_gl_cam.set_gl_projection( 0, 0, camera_focus ); // float fov_y = 2 * atan2( m_gl_cam.m_display_h / 2, camera_focus ); // m_gl_cam.m_camera_z_near = z_near; // m_gl_cam.m_camera_z_far = z_far; // m_gl_cam.m_glm_projection_mat = glm::perspective( fov_y, ( float ) m_gl_cam.m_display_w / ( float ) m_gl_cam.m_display_h, z_near, z_far ); // glMatrixMode( GL_PROJECTION ); // glLoadMatrixf( &m_gl_cam.m_glm_projection_mat[ 0 ][ 0 ] ); // if ( 0 ) // { // // if_first_print = false; // cout << "Display width: " << m_gl_cam.m_display_w << ", heigh: " << m_gl_cam.m_display_h << endl; // cout << "Camera focus = " << camera_focus << ", fov = " << fov_y << endl; // cout << "Camera matrix = \r\n" << m_gl_cam.m_camera_intrinsic << endl; // cout << "Projection matrix is: \r\n" << eigen_mat_f< 4, 4 >( &m_gl_cam.m_glm_projection_mat[ 0 ][ 0 ] ) << endl; // cout << "Computed project mat is: \r\n" // << init_projection_matrix< float >( m_gl_cam.m_display_w, m_gl_cam.m_display_h, camera_focus, camera_focus, m_gl_cam.m_display_w * // 0.5, m_gl_cam.m_display_h * 0.5, // z_near, z_far ) // << endl; // } } } float GL_camera::get_screen_pixel_depth( int pos_x, int pos_y ) { float z_read; pos_y = m_gl_cam.m_display_h - pos_y; if ( pos_x < 1 || ( pos_x > m_gl_cam.m_camera_intrinsic( 0, 2 ) * 2 - 1 ) ) { return m_gl_cam.m_camera_z_far; } if ( pos_y < 1 || ( pos_y > m_gl_cam.m_camera_intrinsic( 1, 2 ) * 2 - 1 ) ) { return m_gl_cam.m_camera_z_far; } glReadPixels( pos_x, pos_y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z_read ); float truth_depth = get_truth_depth( z_read, m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far ); return truth_depth; } vec_3 GL_camera::unproject_point( float cursor_x, float cursor_y, float pt_depth ) { return m_gl_cam.unproject_point(cursor_x, cursor_y, pt_depth); // vec_3 pt_in_screen_coord = m_gl_cam.m_camera_intrinsic_inv * vec_3( cursor_x, cursor_y, 1 ); // pt_in_screen_coord = pt_in_screen_coord * pt_depth / pt_in_screen_coord( 2 ); // vec_3 pt_in_gl_camera_coord = vec_3( pt_in_screen_coord( 0 ), -pt_in_screen_coord( 1 ), -pt_in_screen_coord( 2 ) ); // vec_3 clicked_pts = m_gl_cam.m_camera_rot * pt_in_gl_camera_coord + m_gl_cam.m_camera_pos; // return clicked_pts; } vec_3 GL_camera::get_cursor_clicked_pts() { vec_3 clicked_pts( 3e8, 3e8, 3e8 ); // float depth = get_screen_pixel_depth( m_gui_io->MousePos.x, m_gui_io->MousePos.y ); float cursor_x = m_gui_io->MousePos.x; float cursor_y = m_gui_io->MousePos.y; float depth = get_nearest_avail_pixel_depth( cursor_x, cursor_y, 10 ); if ( depth > 0.8 * m_gl_cam.m_camera_z_far ) { depth = m_last_cursor_depth; // return clicked_pts; } m_last_cursor_depth = depth; m_z_depth_value = depth; m_cursor_clicked_pts = unproject_point( cursor_x, cursor_y, depth ); return m_cursor_clicked_pts; }; void GL_camera::draw_cursor_3d_pt() { // glColor3f( 1, 1, 0 ); // glPointSize( 20 ); // glBegin( GL_POINTS ); // double pos_scale = 0.01; // for ( int i = -1; i <= 1; i++ ) // for ( int j = -1; j <= 1; j++ ) // for ( int k = -1; k <= 1; k++ ) // { // glVertex3f( m_cursor_clicked_pts( 0 ) + ( i * pos_scale ), m_cursor_clicked_pts( 1 ) + ( j * pos_scale ), // m_cursor_clicked_pts( 2 ) + ( k * pos_scale ) ); // } // // cout << "Draw pt: " << m_cursor_clicked_pts.transpose() << endl; // glEnd(); if ( in_left_drag || in_middle_drag || in_right_drag ) { glMatrixMode( GL_MODELVIEW ); glPushMatrix(); glTranslatef( m_cursor_clicked_pts( 0 ), m_cursor_clicked_pts( 1 ), m_cursor_clicked_pts( 2 ) ); glColor3f( 0.0, 0.7, 0.0 ); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); glDrawSphere( m_last_cursor_depth * 0.01, 20, 20, 0.2 ); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); glPopMatrix(); } } void GL_camera::set_gl_camera_pose_matrix() { m_gl_cam.set_gl_matrix(); // set_windows_projection_matrix(m_gl_cam.m_camera_focus, m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far); // glViewport(0, 0, m_gl_cam.m_display_w, m_gl_cam.m_display_h); // glMatrixMode( GL_MODELVIEW ); // glLoadMatrixd( get_GL_modelview_matrix_ptr() ); } void GL_camera::framebuffer_size_callback( GLFWwindow* window, int width, int height ) { // cout << "Framebuffer_size_callback: " << width << " " << height << endl; // cout << "Call member function: " << __FUNCTION__ << endl; set_windows_projection_matrix( m_gl_cam.m_camera_focus, m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far ); // z_depth_value = get_truth_depth(z_depth_value, 0.1, 1000.0); } void GL_camera::draw_debug_objects() { draw_cursor_3d_pt(); } void GL_camera::scroll_callback( GLFWwindow* window, double x_offset, double yoffset ) { if ( m_gui_io->WantCaptureMouse ) { return; } // cout << "scroll_callback: " << scroll_counter++ << ", x_offset = " << x_offset << ", y_offset = " << yoffset << endl; vec_3 translation_vec = m_last_cursor_depth * vec_3( 0, 0, -yoffset * 0.1 ); translation_vec = m_gl_cam.m_camera_rot * translation_vec; m_gl_cam.m_camera_pos += translation_vec; m_need_reset_tracking_camera_pos = true; } void GL_camera::mouse_button_callback( GLFWwindow* window, int button, int action, int mods ) { mouse_counter++; if ( m_gui_io->WantCaptureMouse ) { in_left_drag = false; in_right_drag = false; in_middle_drag = false; return; } vec_3 pt_clicked = get_cursor_clicked_pts(); m_drag_start_clicked_pt_screen = vec_2( m_gui_io->MousePos.x, m_gui_io->MousePos.y ); m_drag_start_clicked_camera_rot = m_gl_cam.m_camera_rot; m_drag_start_clicked_camera_pos = m_gl_cam.m_camera_pos; if ( pt_clicked( 0 ) != 3e8 ) { m_drag_start_clicked_pt_world = get_cursor_clicked_pts(); m_drag_start_clicked_pt_depth = m_z_depth_value; // cout << "Refresh mouse button clicked point: " << button << ", click: " << m_drag_start_clicked_pt_world.transpose() << endl; } else { m_drag_start_clicked_pt_world = unproject_point( m_gui_io->MousePos.x, m_gui_io->MousePos.y, m_drag_start_clicked_pt_depth ); } } void GL_camera::save_camera( std::string filename ) { Common_tools::dump_obj_to_file( this, filename ); } void GL_camera::load_camera( std::string filename ) { if ( Common_tools::if_file_exist( filename ) ) { Common_tools::load_obj_from_file( this, filename ); cout << ANSI_COLOR_YELLOW_BOLD << "Load camera from file: " << filename << ANSI_COLOR_RESET << endl; } else { cout << "File: " << filename << " does not exist, using default camera configuration." << endl; } } void GL_camera::mouse_callback( GLFWwindow* window, double xpos_In, double ypos_In ) { if ( m_gui_io->WantCaptureMouse ) { // cout << "Not wanted" << endl; return; } in_left_drag = ( m_gui_io->MouseDown[ 0 ] == true ); in_right_drag = ( m_gui_io->MouseDown[ 1 ] == true ); in_middle_drag = ( m_gui_io->MouseDown[ 2 ] == true ); double maximum_rot_speed = 1; vec_3 rot_rpy = vec_3( 0, 0, 0 ); if ( in_right_drag && in_left_drag ) // Rotate camera's roll axis { // ANCHOR - moving camera roll // float rotate_roll = ( m_gui_io->MousePos.y - m_drag_start_clicked_pt_screen(1) ) * g_rot_sensetive; float rotate_roll = ( m_gui_io->MousePos.x - m_drag_start_clicked_pt_screen( 0 ) ) * g_rot_sensetive; m_gl_cam.m_camera_rot = m_drag_start_clicked_camera_rot * Sophus::SO3d::exp( vec_3( 0, 0, rotate_roll ) / 57.3 ).matrix(); vec_3 pt_in_screen_coord = m_gl_cam.m_camera_intrinsic_inv * vec_3( m_drag_start_clicked_pt_screen( 0 ), m_drag_start_clicked_pt_screen( 1 ), 1 ); pt_in_screen_coord = pt_in_screen_coord * m_drag_start_clicked_pt_depth / pt_in_screen_coord( 2 ); vec_3 pt_in_gl_camera_coord = vec_3( pt_in_screen_coord( 0 ), -pt_in_screen_coord( 1 ), -pt_in_screen_coord( 2 ) ); m_gl_cam.m_camera_pos = m_drag_start_clicked_pt_world - m_gl_cam.m_camera_rot * pt_in_gl_camera_coord; } else if ( in_right_drag || in_middle_drag ) // moving camera position { // ANCHOR - moving camera position // cout << "Move camera translation" << endl; vec_3 old_pos = m_gl_cam.m_camera_pos; vec_3 pt_in_screen_coord = m_gl_cam.m_camera_intrinsic_inv * vec_3( m_gui_io->MousePos.x, m_gui_io->MousePos.y, 1 ); pt_in_screen_coord = pt_in_screen_coord * m_drag_start_clicked_pt_depth / pt_in_screen_coord( 2 ); vec_3 pt_in_gl_camera_coord = vec_3( pt_in_screen_coord( 0 ), -pt_in_screen_coord( 1 ), -pt_in_screen_coord( 2 ) ); m_gl_cam.m_camera_pos = m_drag_start_clicked_pt_world - m_gl_cam.m_camera_rot * pt_in_gl_camera_coord; // cout << "New pos: " << m_gl_cam.m_camera_pos.transpose() << " | " << " old = " << old_pos.transpose() << " | del = " << (m_gl_cam.m_camera_pos - old_pos).transpose() << endl; } else if ( in_left_drag ) { // cout << "Move camera rotation" << endl; // ANCHOR - moving camera rotation float rotate_yaw = ( m_gui_io->MousePos.x - m_drag_start_clicked_pt_screen( 0 ) ) * g_rot_sensetive; float rotate_pitch = ( m_gui_io->MousePos.y - m_drag_start_clicked_pt_screen( 1 ) ) * g_rot_sensetive; mat_3_3 temp_mat; if(m_gravity_direction == 0) { temp_mat = Sophus::SO3d::rotX( rotate_yaw / 57.3 ).matrix() * m_drag_start_clicked_camera_rot * Sophus::SO3d::rotX( -rotate_pitch / 57.3 ).matrix(); } else if(m_gravity_direction == 1) { temp_mat = Sophus::SO3d::rotY( -rotate_yaw / 57.3 ).matrix() * m_drag_start_clicked_camera_rot * Sophus::SO3d::rotX( -rotate_pitch / 57.3 ).matrix(); } else { temp_mat = Sophus::SO3d::rotZ( -rotate_yaw / 57.3 ).matrix() * m_drag_start_clicked_camera_rot * Sophus::SO3d::rotX( -rotate_pitch / 57.3 ).matrix(); } // m_gl_cam.m_camera_rot = temp_mat; m_gl_cam.m_camera_rot = Eigen::Quaterniond( temp_mat ).normalized().toRotationMatrix(); // vec_3 pt_in_screen_coord = m_camera_intrinsic_inv * vec_3( m_gui_io->MousePos.x, m_gui_io->MousePos.y, 1 ); vec_3 pt_in_screen_coord = m_gl_cam.m_camera_intrinsic_inv * vec_3( m_drag_start_clicked_pt_screen( 0 ), m_drag_start_clicked_pt_screen( 1 ), 1 ); pt_in_screen_coord = pt_in_screen_coord * m_drag_start_clicked_pt_depth / pt_in_screen_coord( 2 ); vec_3 pt_in_gl_camera_coord = vec_3( pt_in_screen_coord( 0 ), -pt_in_screen_coord( 1 ), -pt_in_screen_coord( 2 ) ); m_gl_cam.m_camera_pos = m_drag_start_clicked_pt_world - m_gl_cam.m_camera_rot * pt_in_gl_camera_coord; } else if ( in_middle_drag && in_left_drag ) { // ANCHOR - moving camera rotation float rotate_yaw = ( m_gui_io->MousePos.x - m_drag_start_clicked_pt_screen( 0 ) ) * g_rot_sensetive; float rotate_pitch = ( m_gui_io->MousePos.y - m_drag_start_clicked_pt_screen( 1 ) ) * g_rot_sensetive; // mat_3_3 temp_mat = m_drag_start_clicked_camera_rot * Sophus::SO3d::rotX( -rotate_pitch / 57.3 ).matrix() * Sophus::SO3d::rotY( rotate_yaw // / 57.3 ).matrix(); mat_3_3 temp_mat = Sophus::SO3d::rotX( rotate_yaw / 57.3 ).matrix() * m_drag_start_clicked_camera_rot * Sophus::SO3d::rotX( -rotate_pitch / 57.3 ).matrix(); m_gl_cam.m_camera_rot = temp_mat; m_gl_cam.m_camera_rot = Eigen::Quaterniond( m_gl_cam.m_camera_rot ).normalized().toRotationMatrix(); // vec_3 pt_in_screen_coord = m_camera_intrinsic_inv * vec_3( m_gui_io->MousePos.x, m_gui_io->MousePos.y, 1 ); vec_3 pt_in_screen_coord = m_gl_cam.m_camera_intrinsic_inv * vec_3( m_drag_start_clicked_pt_screen( 0 ), m_drag_start_clicked_pt_screen( 1 ), 1 ); pt_in_screen_coord = pt_in_screen_coord * m_drag_start_clicked_pt_depth / pt_in_screen_coord( 2 ); vec_3 pt_in_gl_camera_coord = vec_3( pt_in_screen_coord( 0 ), -pt_in_screen_coord( 1 ), -pt_in_screen_coord( 2 ) ); m_gl_cam.m_camera_pos = m_drag_start_clicked_pt_world - m_gl_cam.m_camera_rot * pt_in_gl_camera_coord; } if ( in_left_drag || in_right_drag || in_middle_drag ) { m_need_reset_tracking_camera_pos = true; } } float GL_camera::get_nearest_avail_pixel_depth( int pos_x, int pos_y, int max_layer ) { float z_val = get_screen_pixel_depth( pos_x, pos_y ); if ( z_val < 0.8 * m_gl_cam.m_camera_z_far ) { m_z_depth_value = z_val; return z_val; } for ( int i = 1; i < max_layer; i++ ) { float angle_step = 360 / ( 2 * i * 2 * i ); for ( double angle = 0; angle < 360; angle += angle_step ) { int pos_x_tmp = pos_x + i * cos( angle / 57.295779513 ); int pos_y_tmp = pos_y + i * sin( angle / 57.295779513 ); z_val = get_screen_pixel_depth( pos_x_tmp, pos_y_tmp ); if ( z_val < 0.8 * m_gl_cam.m_camera_z_far ) { pos_x = pos_x_tmp; pos_y = pos_y_tmp; m_z_depth_value = z_val; return z_val; } } } return m_gl_cam.m_camera_z_far; } void GL_camera::bind_gl_callback_function( GLFWwindow* window ) { glfwSetWindowUserPointer( window, this ); auto framebuffer_size_callback_func = []( GLFWwindow* w, int width, int height ) { static_cast< GL_camera* >( glfwGetWindowUserPointer( w ) )->framebuffer_size_callback( w, width, height ); }; auto mouse_button_callback_func = []( GLFWwindow* w, int button, int action, int mods ) { static_cast< GL_camera* >( glfwGetWindowUserPointer( w ) )->mouse_button_callback( w, button, action, mods ); }; auto mouse_callback_func = []( GLFWwindow* w, double xpos_In, double ypos_In ) { static_cast< GL_camera* >( glfwGetWindowUserPointer( w ) )->mouse_callback( w, xpos_In, ypos_In ); }; auto scroll_callback_func = []( GLFWwindow* w, double x_offset, double yoffset ) { static_cast< GL_camera* >( glfwGetWindowUserPointer( w ) )->scroll_callback( w, x_offset, yoffset ); }; glfwSetFramebufferSizeCallback( window, framebuffer_size_callback_func ); glfwSetMouseButtonCallback( window, mouse_button_callback_func ); glfwSetCursorPosCallback( window, mouse_callback_func ); glfwSetScrollCallback( window, scroll_callback_func ); } float GL_camera::get_truth_depth( float z_read, float const z_near, const float z_far ) { // https://stackoverflow.com/questions/6652253/getting-the-true-z-value-from-the-depth-buffer float z_n = 2.0 * z_read - 1.0; float z_depth_value = 2.0 * z_near * z_far / ( z_far + z_near - z_n * ( z_far - z_near ) ); return z_depth_value; } double GL_camera::get_cursor_depth() { m_z_depth_value = get_screen_pixel_depth( m_gui_io->MousePos.x, m_gui_io->MousePos.y ); return m_z_depth_value; } void GL_camera::draw_camera_window( bool& win_open ) { static int e = 0; ImGui::Begin( "Camera Pose", &win_open, ImGuiWindowFlags_NoDocking ); ImGui::Text( "Camera focus: %.5f", m_gl_cam.m_camera_focus ); ImGui::Text( "Screen cursor pts: %f, %f", m_gui_io->MousePos.x, m_gui_io->MousePos.y ); ImGui::Text( "Z_value: %.5f", m_z_depth_value ); ImGui::Text( "Cursor pts: %.3f, %.3f, %.3f ", m_cursor_clicked_pts( 0 ), m_cursor_clicked_pts( 1 ), m_cursor_clicked_pts( 2 ) ); // gravity direction ImGui::RadioButton( "Gravity-X ", &m_gravity_direction, 0 ); ImGui::SameLine(); ImGui::RadioButton( "Gravity-Y ", &m_gravity_direction, 1 ); ImGui::SameLine(); ImGui::RadioButton( "Gravity-Z", &m_gravity_direction, 2 ); ImGui::Text( "Focus: %.2f", m_gl_cam.m_camera_focus ); ImGui::Text( "Camera clipping near: %.2f", m_gl_cam.m_camera_z_near ); ImGui::Text( "Camera clipping far: %.2f", m_gl_cam.m_camera_z_far ); // if ( ImGui::SliderFloat( "Camera focus", &m_gl_cam.m_camera_focus, 500, 5000, "%.1f", ImGuiSliderFlags_Logarithmic ) ) if (ImGui::InputFloat( "Camera focus", &m_gl_cam.m_camera_focus, m_gl_cam.m_camera_focus * 0.05, m_gl_cam.m_camera_focus * 0.1, "%.1f" )) { m_gl_cam.m_camera_focus = std::max( 500.0f, m_gl_cam.m_camera_focus ); m_gl_cam.m_camera_focus = std::min( 5000.0f, m_gl_cam.m_camera_focus ); set_windows_projection_matrix( m_gl_cam.m_camera_focus, m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far ); }; // if ( ImGui::SliderFloat( "Camera z-near", &m_gl_cam.m_camera_z_near, 0.001, 100.0, "%lf", ImGuiSliderFlags_Logarithmic ) ) if (ImGui::InputFloat( "Camera z-near", &m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_near * 0.05, m_gl_cam.m_camera_z_near * 0.1, "%.1f" )) { set_windows_projection_matrix( m_gl_cam.m_camera_focus, m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far ); }; static float max_z_far = m_gl_cam.m_camera_z_far; // if ( ImGui::SliderFloat( "Camera z-far", &m_gl_cam.m_camera_z_far, 0.001, max_z_far * 2, "%lf", ImGuiSliderFlags_Logarithmic ) ) if (ImGui::InputFloat( "Camera z-far", &m_gl_cam.m_camera_z_far, m_gl_cam.m_camera_z_far * 0.05, m_gl_cam.m_camera_z_far * 0.1, "%.1f" )) { set_windows_projection_matrix( m_gl_cam.m_camera_focus, m_gl_cam.m_camera_z_near, m_gl_cam.m_camera_z_far ); }; ImGui::SliderFloat( "Rotate sensetive", &g_rot_sensetive, 0.001, 5, "%.3f", ImGuiSliderFlags_NoRoundToFormat | ImGuiSliderFlags_Logarithmic ); // glm::mat4x4 temp_matrix; // glGetFloatv( GL_PROJECTION_MATRIX, &temp_matrix[ 0 ][ 0 ] ); // ImGui::Text( "Current Projection matrix:" ); // for ( int i = 0; i < 4; i++ ) // { // ImGui::Text( "%.3f %.3f %.3f %.3f", temp_matrix[ 0 ][ i ], temp_matrix[ 1 ][ i ], temp_matrix[ 2 ][ i ], temp_matrix[ 3 ][ i ] ); // } // glGetFloatv( GL_MODELVIEW_MATRIX, &temp_matrix[ 0 ][ 0 ] ); // ImGui::Text( "Current view matrix:" ); // for ( int i = 0; i < 4; i++ ) // { // ImGui::Text( "%.3f %.3f %.3f %.3f", temp_matrix[ 0 ][ i ], temp_matrix[ 1 ][ i ], temp_matrix[ 2 ][ i ], temp_matrix[ 3 ][ i ] ); // } // ImGui::Text( "Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate ); ImGui::End(); } void GL_camera::tracking_camera( const Eigen::Quaterniond& current_camera_q, const vec_3& current_camera_pos ) { if ( m_need_reset_tracking_camera_pos ) { set_last_tracking_camera_pos( current_camera_q, current_camera_pos ); } m_gl_cam.m_camera_pos = m_track_last_openGL_translation + ( current_camera_pos - m_track_last_follow_translation ); m_gl_cam.m_camera_rot = m_track_last_openGL_rotation * ( Eigen::Quaterniond( m_track_last_follow_rotation.transpose() ) * current_camera_q ).toRotationMatrix(); } void GL_camera::light_on( bool& light_open, bool show_win ) { glEnable( GL_NORMALIZE ); if ( 1 ) { m_light0_position[ 0 ] = m_gl_cam.m_camera_pos( 0 ); m_light0_position[ 1 ] = m_gl_cam.m_camera_pos( 1 ); m_light0_position[ 2 ] = m_gl_cam.m_camera_pos( 2 ); } if ( show_win ) { ImGui::Begin( "Light", &light_open ); ImGui::SliderFloat3( "light0_position", m_light0_position, -100.0f, 100.0f ); float w = ( ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y ) * 0.5; ImGui::Text( "Light source color" ); ImGui::SetNextItemWidth( w ); ImGui::ColorPicker3( "##MyColor##5", ( float* ) &m_light0_diffuse, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs ); ImGui::SameLine(); ImGui::SetNextItemWidth( w ); ImGui::ColorPicker3( "##MyColor##6", ( float* ) &m_light0_diffuse, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoSidePreview ); ImGui::SetNextItemWidth( w * 2 ); // ImGui::ColorEdit4( "", ( float* ) &light0_diffuse, // ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Uint8 // ); ImGui::SetNextItemWidth( w * 2 ); // ImGui::ColorEdit4( "", ( float* ) &light0_diffuse, // ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float // ); ImGui::SetNextItemWidth( w * 2 ); ImGui::Text( " " ); ImGui::Text( "Environment light" ); ImGui::SetNextItemWidth( w ); ImGui::ColorPicker3( "##MyColor##7", ( float* ) &m_light0_ambient, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs ); ImGui::SameLine(); ImGui::SetNextItemWidth( w ); ImGui::ColorPicker3( "##MyColor##8", ( float* ) &m_light0_ambient, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoSidePreview ); ImGui::SetNextItemWidth( w * 2 ); // ImGui::ColorEdit4( "", ( float* ) &light0_ambient, // ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Uint8 // ); ImGui::SetNextItemWidth( w * 2 ); // ImGui::ColorEdit4( "", ( float* ) &light0_ambient, // ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float // ); ImGui::SetNextItemWidth( w * 2 ); // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); if ( 1 ) { ImGui::Text( " " ); ImGui::SliderFloat3( "mat_ambient", m_mat_ambient, 0.0f, 1.0f ); ImGui::SliderFloat3( "mat_diffuse", m_mat_diffuse, 0.0f, 1.0f ); ImGui::SliderFloat3( "mat_specular", m_mat_specular, 0.0f, 1.0f ); ImGui::SliderFloat3( "mat_shininess", m_mat_shininess, 0.0f, 1.0f ); ImGui::SliderFloat3( "mat_emission", m_mat_emission, 0.0f, 1.0f ); } ImGui::End(); } glLightfv( GL_LIGHT0, GL_POSITION, m_light0_position ); glLightfv( GL_LIGHT0, GL_AMBIENT, m_light0_ambient ); glLightfv( GL_LIGHT0, GL_DIFFUSE, m_light0_diffuse ); glLightfv( GL_LIGHT0, GL_SPECULAR, m_light0_specular ); glLightfv( GL_LIGHT0, GL_SPOT_DIRECTION, m_light0_direction ); glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, m_mat_ambient ); glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, m_mat_diffuse ); glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, m_mat_specular ); glMaterialfv( GL_FRONT_AND_BACK, GL_SHININESS, m_mat_shininess ); glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, m_mat_emission ); glEnable( GL_NORMALIZE ); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE); glShadeModel( GL_FLAT ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glEnable( GL_DEPTH_TEST ); glEnable( GL_COLOR_MATERIAL ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); }
C++
3D
hku-mars/ImMesh
src/tools/openGL_libs/openGL_camera_view.cpp
.cpp
20,146
475
/* This code is the implementation of our paper "ImMesh: An Immediate LiDAR Localization and Meshing Framework". The source code of this package is released under GPLv2 license. We only allow it free for personal and academic usage. If you use any code of this repo in your academic research, please cite at least one of our papers: [1] Lin, Jiarong, et al. "Immesh: An immediate lidar localization and meshing framework." IEEE Transactions on Robotics (T-RO 2023) [2] Yuan, Chongjian, et al. "Efficient and probabilistic adaptive voxel mapping for accurate online lidar odometry." IEEE Robotics and Automation Letters (RA-L 2022) [3] Lin, Jiarong, and Fu Zhang. "R3LIVE: A Robust, Real-time, RGB-colored, LiDAR-Inertial-Visual tightly-coupled state Estimation and mapping package." IEEE International Conference on Robotics and Automation (ICRA 2022) For commercial use, please contact me <ziv.lin.ljr@gmail.com> and Dr. Fu Zhang <fuzhang@hku.hk> to negotiate a different license. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "openGL_camera.hpp" void Cam_view::refresh_pose() { m_camera_pose_mat44 = Sophus::SE3d( m_camera_rot, m_camera_pos ).matrix(); m_camera_pose_mat44_inverse = m_camera_pose_mat44.inverse(); } double* Cam_view::get_GL_modelview_matrix_ptr() { refresh_pose(); return m_camera_pose_mat44_inverse.data(); } vec_3 Cam_view::get_eula_angle() { refresh_pose(); m_camera_pose_eula_angle = m_camera_rot.eulerAngles( 0, 1, 2 ); return m_camera_pose_eula_angle; } Eigen::Matrix< float, 4, 4, Eigen::ColMajor > opencvToOpenGLProjectionMatrix(float fx, float fy, float cx, float cy, float near, float far, int windowWidth, int windowHeight) { // Generate for chatGPT float aspect = static_cast<float>(windowWidth) / windowHeight; float top = near * tanf(0.5f * fy / fx); float bottom = -top; float right = aspect * top; float left = -right; Eigen::Matrix< float, 4, 4, Eigen::ColMajor > projectionMatrix; projectionMatrix << 2 * near / (right - left), 0, (right + left) / (right - left), 0, 0, 2 * near / (top - bottom), (top + bottom) / (top - bottom), 0, 0, 0, -(far + near) / (far - near), -2 * far * near / (far - near), 0, 0, -1, 0; return projectionMatrix; } void Cam_view::set_gl_projection( int width , int height , double focus ) { if ( width * height != 0 ) { m_display_w = width; m_display_h = height; } if ( focus != 0 ) { m_camera_focus = focus; } if ( m_display_w % 4 != 0 ) { // Keep data memory aligned to 4 bytes // cout << ANSI_COLOR_YELLOW_BOLD << "WARNING: m_display_w is not aligned to 4 bytes, it is " << m_display_w << endl; m_display_w = m_display_w + ( 4 - m_display_w % 4 ); // cout << "m_display_w is set to " << m_display_w << ANSI_COLOR_RESET << endl; } m_camera_intrinsic << m_camera_focus, 0, m_display_w / 2, 0, m_camera_focus, m_display_h / 2, 0, 0, 1; m_camera_intrinsic_inv = m_camera_intrinsic.inverse(); float fov_y = 2 * atan2( m_display_h / 2, m_camera_focus ); m_camera_fov_h = fov_y; m_camera_fov_w = 2 * atan2( m_display_w / 2, m_camera_focus ); if ( 1 ) { m_glm_projection_mat = glm::perspective( fov_y, ( float ) m_display_w / ( float ) m_display_h, m_camera_z_near, m_camera_z_far ); glMatrixMode( GL_PROJECTION ); glLoadMatrixf( &m_glm_projection_mat[ 0 ][ 0 ] ); glViewport( 0, 0, m_display_w, m_display_h ); } else { glMatrixMode( GL_PROJECTION ); Eigen::Matrix< float, 4, 4, Eigen::ColMajor > proj_mat = opencvToOpenGLProjectionMatrix( m_camera_focus, m_camera_focus, m_display_w / 2, m_display_h / 2, m_camera_z_near, m_camera_z_far, m_display_w, m_display_h ); for ( int i = 0; i < 4; i++ ) { for ( int j = 0; j < 4; j++ ) { m_glm_projection_mat[ i ][ j ] = proj_mat( j, i ); } } glLoadMatrixf( proj_mat.data() ); glViewport( 0, 0, m_display_w, m_display_h ); } } void Cam_view::set_horizon_fov( double fov_deg ) { m_camera_fov_w = fov_deg / (180.0 / M_PI) ; m_camera_focus = ( m_display_w / 2.0 ) / tan( m_camera_fov_w / 2.0 ); float fov_y = 2 * atan2( m_display_h / 2, m_camera_focus ); m_camera_fov_h = fov_y; m_glm_projection_mat = glm::perspective( fov_y, ( float ) m_display_w / ( float ) m_display_h, m_camera_z_near, m_camera_z_far ); glMatrixMode( GL_PROJECTION ); glLoadMatrixf( &m_glm_projection_mat[ 0 ][ 0 ] ); glViewport( 0, 0, m_display_w, m_display_h ); } void Cam_view::init_color_bar() { // cout << ANSI_COLOR_BLUE_BOLD <<"Init color bar" << ANSI_COLOR_RESET << endl; m_extra_info_vec.push_back( "" ); m_depth_color_bar_height = m_display_h * 0.05; m_depth_color_bar_height = std::max(30, m_depth_color_bar_height); m_depth_color_bar.resize( m_depth_color_bar_height*3, m_display_w ); m_depth_color_bar.setZero(); // m_depth_color_bar = cv::Mat::zeros( m_depth_color_bar_height, m_display_w, CV_8UC3 ); for ( int i = 0; i < m_display_w; i++ ) { tinycolormap::Color color = tinycolormap::GetColor( ( ( float ) i ) / ( ( float ) m_display_w ), m_color_bar_theme ); for ( int j = 0; j < m_depth_color_bar_height; j++ ) { m_depth_color_bar.data()[ j * m_display_w * 3 + i * 3 + 0 ] = color.bi(); m_depth_color_bar.data()[ j * m_display_w * 3 + i * 3 + 1 ] = color.gi(); m_depth_color_bar.data()[ j * m_display_w * 3 + i * 3 + 2 ] = color.ri(); } } int m_gl_image_width = 0; int m_gl_image_height = 0; m_gl_depth_image_color_texture = 0; texture_from_eigen_mat( m_depth_color_bar, &m_gl_depth_image_color_texture, &m_gl_image_width, &m_gl_image_height ); } void Cam_view::draw_depth_image( bool* win_open) { std::unique_lock<std::mutex> lock( m_mutex_depth_image); convert_depth_buffer_to_truth_depth(&m_depth_buffer_mat); bool res = depth_image_to_gl_image(); if ( res ) { ImGuiWindowFlags win_tag; int display_h = m_display_h; int display_w = m_display_w; float horizon_fov = m_camera_fov_w * (180.0 / M_PI) ; set_horizon_fov(horizon_fov); if ( !m_gui_dy_config ) { win_tag = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar; } else { win_tag = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; } // ImGui::Begin( "OpenGL Texture test", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoBackground | // ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar ); ImGui::Begin( "Depth image", win_open, win_tag ); // init_color_bar(); ImGui::PushStyleColor( ImGuiCol_WindowBg, ImVec4( 0.15f, 0.15f, 0.15f, 1.0f ) ); // Set window background color imgui_text_horizon_ratio( string_format( "LiDAR pointcloud reinforcement" ), 0.5 ); if ( m_gui_dy_config ) { ImGui::Checkbox( "Dynamic configuration enabled", &m_gui_dy_config ); } else { ImGui::Checkbox( "Dynamic configuration disabled", &m_gui_dy_config ); } if ( m_gui_dy_config ) { imgui_text_horizon_ratio( string_format( "Image resolution = %d x %d", m_display_w, m_display_h ), 0.5 ); // imgui_text_horizon_ratio( string_format( "Focus = %.2f", m_camera_focus) , 0.5 ); // ImGui::SliderFloat( "Focus ", &m_camera_focus, 100, 5000.0, "%lf", ImGuiSliderFlags_Logarithmic ); //ImGui::Text( "pointer = %p , %p", m_gl_depth_image_texture, m_gl_depth_image_color_texture ); ImGui::InputInt( "Image width", &m_display_w, 50, 100 ); ImGui::InputInt( "Image height", &m_display_h, 50, 100 ); imgui_text_horizon_ratio( string_format( "Depth FoV = [ %.1f° x %.1f° ]", m_camera_fov_w * (180.0 / M_PI), m_camera_fov_h * (180.0 / M_PI) ), 0.5 ); ImGui::SliderFloat( "Horizontal FoV", &horizon_fov, 10.0, 179.9, "%.1f"); ImGui::InputFloat( "Focus", &m_camera_focus, m_camera_focus * 0.05, m_camera_focus * 0.1, "%.1f" ); ImGui::InputFloat( "Z-Near", &m_camera_z_near, m_camera_z_near * 0.05, m_camera_z_near * 0.1, "%.1f" ); ImGui::InputFloat( "Z-Far", &m_camera_z_far, m_camera_z_far * 0.05, m_camera_z_far * 0.1, "%.1f" ); ImGui::InputFloat( "Focus", &m_camera_focus, m_camera_focus * 0.05, m_camera_focus * 0.1, "%.1f" ); ImGui::Checkbox("Draw 3D Points", & m_if_draw_depth_pts); ImGui::SameLine(); ImGui::Text(" number (%d)", m_depth_avail_pts_count); if ( m_if_draw_depth_pts ) { ImGui::SliderInt( "Unprojected point size", &m_draw_depth_pts_size, 0, 10 ); ImGui::SliderInt( "LiDAR point size", &m_draw_LiDAR_pts_size, 0, 10 ); } // if(m_if_draw_depth_pts) // { // ImGui::SliderFloat( "Point size", &m_draw_depth_pts_size, 0.5, 5.0 ); // ImGui::SliderFloat4( "Point Color", m_draw_depth_color.data(), 0, 1.0 ); // ImGui::SliderFloat( "Downsample resolution", &m_depth_downsample_resolution, 0.0, 1.0 ); // } if ( 1 ) { for ( std::string str : m_extra_info_vec ) { if ( str.size() > 3 ) { ImGui::Text( str.c_str() ); } } } // m_camera_focus = std::max( 50.0f, m_camera_focus ); m_camera_focus = std::min( 5000.0f, m_camera_focus ); m_display_h = std::max( 50, m_display_h ); m_display_w = std::max( 50, m_display_w ); // m_display_h = std::min( m_display_w, m_display_h ); // m_display_w = std::max( m_display_w, m_display_h ); m_display_w = std::min( 1920, m_display_w ); if ( m_display_w % 4 != 0 ) { m_display_w = m_display_w + ( 4 - m_display_w % 4 ); } } // ImGui::Text( "Image resolution = %d x %d", m_display_w, m_display_h ); ImGui::Image( ( void* ) ( intptr_t ) m_gl_depth_image_texture, ImVec2( display_w, display_h ) ); imgui_text_horizon_ratio( string_format( "Depth (meter)" ), 0.5 ); ImGui::Image( ( void* ) ( intptr_t ) m_gl_depth_image_color_texture, ImVec2( display_w, m_depth_color_bar_height ) ); // imgui_text_horizon_ratio( std::to_string( m_depth_val_min ), 0 ); imgui_text_horizon_ratio( string_format( "%.3f", m_depth_val_min ), 0 ); ImGui::SameLine(); imgui_text_horizon_ratio( string_format( "%.3f", m_depth_val_max ), 1.0 ); ImGui::SameLine(); imgui_text_horizon_ratio( string_format( "%.3f", ( m_depth_val_min + m_depth_val_max ) * 0.5 ), 0.5 ); ImGui::End(); set_horizon_fov(horizon_fov); #ifdef USE_OPENCV cv::cvtColor( m_cv_depth_image_BGR, m_cv_depth_image_RGB, cv::COLOR_RGB2BGR ); #endif } } void Cam_view::set_gl_model_view() { glViewport( 0, 0, m_display_w, m_display_h ); glMatrixMode( GL_MODELVIEW ); glLoadMatrixd( get_GL_modelview_matrix_ptr() ); } void Cam_view::set_camera_pose( const mat_3_3& rot, const vec_3 t_vec ) { m_camera_rot = rot; m_camera_pos = t_vec; } void Cam_view::set_gl_matrix() { set_gl_projection(); set_gl_model_view(); } void Cam_view::draw_depth_3d_pts( double pts_size, vec_4f color ) { if(m_depth_avail_pts_count < 10) { return; } if(pts_size <= 0 ) { return; } // cout << "Draw depth pts, point count = " << m_depth_avail_pts_count << endl; glPointSize( pts_size ); glColor4f( color.x(), color.y(), color.z(), color.w() ); glVertexPointer( 3, GL_FLOAT, sizeof( vec_3f ), m_depth_pts_vec.data() ); // Should make sure that the data format. glEnableClientState( GL_VERTEX_ARRAY ); glDrawArrays( GL_POINTS, 0, m_depth_avail_pts_count ); glDisableClientState( GL_VERTEX_ARRAY ); } void Cam_view::convert_depth_buffer_to_truth_depth(EIGEN_DEPTH_BUFFER_MAT_TYPE * depth_mat) { m_depth_val_min = m_camera_z_far; m_depth_val_max = m_camera_z_near; int width = depth_mat->cols(); int height = depth_mat->rows(); int img_size = width * height; // cout << "convert_depth_buffer_to_truth_depth size = " << width << " x " << height << endl; for ( int i = 0; i < img_size; i++ ) { int pos_x = i / width; int pos_y = i % width; // float val = depth_mat.at< float >( pos_x, pos_y ); float val = (*depth_mat)( pos_x, pos_y ); val = get_truth_depth(val, m_camera_z_near, m_camera_z_far); if( val < m_camera_z_far*0.99 ) { if(val > m_depth_val_max) { m_depth_val_max = val; } if(val < m_depth_val_min) { m_depth_val_min = val; } (*depth_mat)( pos_x, pos_y ) = val; } else { (*depth_mat)( pos_x, pos_y ) = -1; } } m_depth_val_max = std::min( m_maximum_disp_depth, m_depth_val_max ); float depth_min_max = m_depth_val_max - m_depth_val_min; // depth_min_max = std::min( m_maximum_disp_depth, depth_min_max ); // m_depth_image.release(); m_depth_RGB_image.setZero(); m_depth_avail_pts_count = 0; // cout << "Width = " << width << ", height = " << height << endl; clear_downsample_hash(); for ( int i = 0; i < img_size ; i++ ) { int img_pos_y = i / width; int img_pos_x = i % width; img_pos_y = std::max( 1, img_pos_y ); img_pos_y = std::min( height - 1, img_pos_y ); float val = (*depth_mat)( height - img_pos_y, img_pos_x ); // float val = (*depth_mat)( img_pos_y, img_pos_x ); // float val = (*depth_mat)( img_pos_y, img_pos_x ); if ( val >= 0 ) { if ( m_if_draw_depth_pts ) { vec_3f depth_pt = unproject_point( img_pos_x, img_pos_y, val ).cast< float >(); if ( downsample_pts_result( depth_pt ) ) { m_depth_pts_vec[ m_depth_avail_pts_count ] = depth_pt; m_depth_avail_pts_count++; } } val = ( val - m_depth_val_min ) / depth_min_max; tinycolormap::Color color = tinycolormap::GetColor( val, m_color_bar_theme ); // printf("[%d, %d], ", height - img_pos_y, img_pos_x + 0 ); // fflush(stdout); m_depth_RGB_image( i * 3 + 0 ) = color.bi(); m_depth_RGB_image( i * 3 + 1 ) = color.gi(); m_depth_RGB_image( i * 3 + 2 ) = color.ri(); } } } int Cam_view::depth_image_to_3d_points() { m_depth_avail_pts_count = 0; int width = m_depth_buffer_mat.cols(); int height = m_depth_buffer_mat.rows(); int img_size = width * height; for ( int i = 0; i < img_size; i++ ) { int img_pos_y = i / width; int img_pos_x = i % width; float val = m_depth_buffer_mat( height - img_pos_y, img_pos_x ); if ( val >= 0 ) { m_depth_pts_vec[ m_depth_avail_pts_count ] = unproject_point( img_pos_x, img_pos_y, val ).cast< float >(); m_depth_avail_pts_count++; } } } vec_3 Cam_view::unproject_point( float cursor_x, float cursor_y, float pt_depth ) { vec_3 pt_in_screen_coord = m_camera_intrinsic_inv * vec_3( cursor_x, cursor_y, 1 ); pt_in_screen_coord = pt_in_screen_coord * pt_depth / pt_in_screen_coord( 2 ); vec_3 pt_in_gl_camera_coord = vec_3( pt_in_screen_coord( 0 ), -pt_in_screen_coord( 1 ), -pt_in_screen_coord( 2 ) ); vec_3 clicked_pts = m_camera_rot * pt_in_gl_camera_coord + m_camera_pos; return clicked_pts; } void Cam_view::read_depth( int depth_buffer_precision ) { std::unique_lock<std::mutex> lock( m_mutex_depth_image); if ( depth_buffer_precision == 16 ) { try { if((m_depth_buffer_mat.cols() != m_display_w) || (m_depth_buffer_mat.rows() != m_display_h)) { // cout << ANSI_COLOR_CYAN_BOLD << "Allocating memory for depth image: " << m_display_w << " x " << m_display_h << ANSI_COLOR_RESET << endl; // m_image_mat = cv::Mat::zeros( m_display_h, m_display_w, CV_32F ); // m_image_aft_flip = cv::Mat::zeros( m_display_h, m_display_w, CV_32F ); m_depth_buffer_mat.resize( m_display_h, m_display_w ); m_depth_RGB_image.resize( m_display_h * 3 , m_display_w ); m_depth_pts_vec.resize( m_display_w * m_display_h ); m_downsample_kd_hash.m_map_3d_hash_map.reserve( m_display_w * m_display_h ); m_gl_depth_image_texture = 0; m_gl_depth_image_color_texture = 0; init_color_bar(); #ifdef USE_OPENCV // cv::Mat m_depth_image = cv::Mat::zeros( m_display_h, m_display_w, CV_8UC3 ); m_cv_depth_image_BGR = cv::Mat( m_depth_RGB_image.rows() / 3, m_depth_RGB_image.cols(), CV_8UC3, m_depth_RGB_image.data() ); #endif // m_image_mat = cv::Mat::zeros( m_display_h, m_display_w, CV_16UC1 ); // m_image_aft_flip = cv::Mat::zeros( m_display_h, m_display_w, CV_16UC1 ); } Common_tools::Timer tim; tim.tic(); // glReadPixels( 0, 0, m_display_w, m_display_h, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, m_image_mat.data ); glReadPixels( 0, 0, m_display_w, m_display_h, GL_DEPTH_COMPONENT, GL_FLOAT, m_depth_buffer_mat.data() ); // cout << "Read depth cost time = " << tim.toc() << " ms" ; // cv::flip( m_image_mat, m_image_aft_flip, 0 ); // cout << ", show cost time = " << tim.toc() << " ms" ; // cout << ", total cost time = " << tim.toc() << " ms" << endl; } catch ( ... ) { printf( "Error reading depth frame\n" ); printf_line; return; } } else if ( depth_buffer_precision == 24 ) { // TODO } else if ( depth_buffer_precision == 32 ) { // TODO } else if ( depth_buffer_precision == 48 ) { // TODO } }
C++
3D
hku-mars/ImMesh
src/tools/openGL_libs/tinycolormap.hpp
.hpp
104,096
2,467
/* MIT License Copyright (c) 2018-2020 Yuki Koyama 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. ------------------------------------------------------------------------------- The lookup table for Turbo is derived by Shot511 in his PR, https://github.com/yuki-koyama/tinycolormap/pull/27 , from https://gist.github.com/mikhailov-work/6a308c20e494d9e0ccc29036b28faa7a , which is released by Anton Mikhailov, copyrighted by Google LLC, and licensed under the Apache 2.0 license. To the best of our knowledge, the Apache 2.0 license is compatible with the MIT license, and thus we release the merged entire code under the MIT license. The license notice for Anton's code is posted here: Copyright 2019 Google LLC. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ #ifndef TINYCOLORMAP_HPP_ #define TINYCOLORMAP_HPP_ #include <cmath> #include <cstdint> #include <algorithm> #if defined(TINYCOLORMAP_WITH_EIGEN) #include <Eigen/Core> #endif #if defined(TINYCOLORMAP_WITH_QT5) #include <QColor> #endif #if defined(TINYCOLORMAP_WITH_QT5) && defined(TINYCOLORMAP_WITH_EIGEN) #include <QImage> #include <QString> #endif #if defined(TINYCOLORMAP_WITH_GLM) #include <glm/vec3.hpp> #endif namespace tinycolormap { ////////////////////////////////////////////////////////////////////////////////// // Interface ////////////////////////////////////////////////////////////////////////////////// enum class ColormapType { Parula, Heat, Jet, Turbo, Hot, Gray, Magma, Inferno, Plasma, Viridis, Cividis, Github, Cubehelix }; struct Color { explicit constexpr Color(double gray) noexcept : data{ gray, gray, gray } {} constexpr Color(double r, double g, double b) noexcept : data{ r, g, b } {} double data[3]; double& r() noexcept { return data[0]; } double& g() noexcept { return data[1]; } double& b() noexcept { return data[2]; } constexpr double r() const noexcept { return data[0]; } constexpr double g() const noexcept { return data[1]; } constexpr double b() const noexcept { return data[2]; } constexpr uint8_t ri() const noexcept { return static_cast<uint8_t>(data[0] * 255.0); } constexpr uint8_t gi() const noexcept { return static_cast<uint8_t>(data[1] * 255.0); } constexpr uint8_t bi() const noexcept { return static_cast<uint8_t>(data[2] * 255.0); } double& operator[](std::size_t n) noexcept { return data[n]; } constexpr double operator[](std::size_t n) const noexcept { return data[n]; } double& operator()(std::size_t n) noexcept { return data[n]; } constexpr double operator()(std::size_t n) const noexcept { return data[n]; } friend constexpr Color operator+(const Color& c0, const Color& c1) noexcept { return { c0.r() + c1.r(), c0.g() + c1.g(), c0.b() + c1.b() }; } friend constexpr Color operator*(double s, const Color& c) noexcept { return { s * c.r(), s * c.g(), s * c.b() }; } #if defined(TINYCOLORMAP_WITH_QT5) QColor ConvertToQColor() const { return QColor(data[0] * 255.0, data[1] * 255.0, data[2] * 255.0); } #endif #if defined(TINYCOLORMAP_WITH_EIGEN) Eigen::Vector3d ConvertToEigen() const { return Eigen::Vector3d(data[0], data[1], data[2]); } #endif #if defined(TINYCOLORMAP_WITH_GLM) glm::vec3 ConvertToGLM() const { return glm::vec3(data[0], data[1], data[2]); } #endif }; inline Color GetColor(double x, ColormapType type = ColormapType::Viridis); inline Color GetQuantizedColor(double x, unsigned int num_levels, ColormapType type = ColormapType::Viridis); inline Color GetParulaColor(double x); inline Color GetHeatColor(double x); inline Color GetJetColor(double x); inline Color GetTurboColor(double x); inline Color GetHotColor(double x); inline constexpr Color GetGrayColor(double x) noexcept; inline Color GetMagmaColor(double x); inline Color GetInfernoColor(double x); inline Color GetPlasmaColor(double x); inline Color GetViridisColor(double x); inline Color GetCividisColor(double x); inline Color GetGithubColor(double x); inline Color GetCubehelixColor(double x); #if defined(TINYCOLORMAP_WITH_QT5) && defined(TINYCOLORMAP_WITH_EIGEN) inline QImage CreateMatrixVisualization(const Eigen::MatrixXd& matrix); inline void ExportMatrixVisualization(const Eigen::MatrixXd& matrix, const std::string& path); #endif ////////////////////////////////////////////////////////////////////////////////// // Private Implementation - public usage is not intended ////////////////////////////////////////////////////////////////////////////////// namespace internal { inline constexpr double Clamp01(double x) noexcept { return (x < 0.0) ? 0.0 : (x > 1.0) ? 1.0 : x; } // A helper function to calculate linear interpolation template <std::size_t N> Color CalcLerp(double x, const Color (&data)[N]) { const double a = Clamp01(x) * (N - 1); const double i = std::floor(a); const double t = a - i; const Color& c0 = data[static_cast<std::size_t>(i)]; const Color& c1 = data[static_cast<std::size_t>(std::ceil(a))]; return (1.0 - t) * c0 + t * c1; } inline double QuantizeArgument(double x, unsigned int num_levels) { // Clamp num_classes to range [1, 255]. num_levels = (std::max)(1u, (std::min)(num_levels, 255u)); const double interval_length = 255.0 / num_levels; // Calculate index of the interval to which the given x belongs to. // Substracting eps prevents getting out of bounds index. constexpr double eps = 0.0005; const unsigned int index = static_cast<unsigned int>((x * 255.0 - eps) / interval_length); // Calculate upper and lower bounds of the given interval. const unsigned int upper_boundary = static_cast<unsigned int>(index * interval_length + interval_length); const unsigned int lower_boundary = static_cast<unsigned int>(upper_boundary - interval_length); // Get middle "coordinate" of the given interval and move it back to [0.0, 1.0] interval. const double xx = static_cast<double>(upper_boundary + lower_boundary) * 0.5 / 255.0; return xx; } } ////////////////////////////////////////////////////////////////////////////////// // Public Implementation ////////////////////////////////////////////////////////////////////////////////// inline Color GetColor(double x, ColormapType type) { switch (type) { case ColormapType::Parula: return GetParulaColor(x); case ColormapType::Heat: return GetHeatColor(x); case ColormapType::Jet: return GetJetColor(x); case ColormapType::Turbo: return GetTurboColor(x); case ColormapType::Hot: return GetHotColor(x); case ColormapType::Gray: return GetGrayColor(x); case ColormapType::Magma: return GetMagmaColor(x); case ColormapType::Inferno: return GetInfernoColor(x); case ColormapType::Plasma: return GetPlasmaColor(x); case ColormapType::Viridis: return GetViridisColor(x); case ColormapType::Cividis: return GetCividisColor(x); case ColormapType::Github: return GetGithubColor(x); case ColormapType::Cubehelix: return GetCubehelixColor(x); default: break; } return GetViridisColor(x); } inline Color GetQuantizedColor(double x, unsigned int num_levels, ColormapType type) { return GetColor(internal::QuantizeArgument(x, num_levels), type); } inline Color GetParulaColor(double x) { constexpr Color data[] = { { 0.2081, 0.1663, 0.5292 }, { 0.2091, 0.1721, 0.5411 }, { 0.2101, 0.1779, 0.553 }, { 0.2109, 0.1837, 0.565 }, { 0.2116, 0.1895, 0.5771 }, { 0.2121, 0.1954, 0.5892 }, { 0.2124, 0.2013, 0.6013 }, { 0.2125, 0.2072, 0.6135 }, { 0.2123, 0.2132, 0.6258 }, { 0.2118, 0.2192, 0.6381 }, { 0.2111, 0.2253, 0.6505 }, { 0.2099, 0.2315, 0.6629 }, { 0.2084, 0.2377, 0.6753 }, { 0.2063, 0.244, 0.6878 }, { 0.2038, 0.2503, 0.7003 }, { 0.2006, 0.2568, 0.7129 }, { 0.1968, 0.2632, 0.7255 }, { 0.1921, 0.2698, 0.7381 }, { 0.1867, 0.2764, 0.7507 }, { 0.1802, 0.2832, 0.7634 }, { 0.1728, 0.2902, 0.7762 }, { 0.1641, 0.2975, 0.789 }, { 0.1541, 0.3052, 0.8017 }, { 0.1427, 0.3132, 0.8145 }, { 0.1295, 0.3217, 0.8269 }, { 0.1147, 0.3306, 0.8387 }, { 0.0986, 0.3397, 0.8495 }, { 0.0816, 0.3486, 0.8588 }, { 0.0646, 0.3572, 0.8664 }, { 0.0482, 0.3651, 0.8722 }, { 0.0329, 0.3724, 0.8765 }, { 0.0213, 0.3792, 0.8796 }, { 0.0136, 0.3853, 0.8815 }, { 0.0086, 0.3911, 0.8827 }, { 0.006, 0.3965, 0.8833 }, { 0.0051, 0.4017, 0.8834 }, { 0.0054, 0.4066, 0.8831 }, { 0.0067, 0.4113, 0.8825 }, { 0.0089, 0.4159, 0.8816 }, { 0.0116, 0.4203, 0.8805 }, { 0.0148, 0.4246, 0.8793 }, { 0.0184, 0.4288, 0.8779 }, { 0.0223, 0.4329, 0.8763 }, { 0.0264, 0.437, 0.8747 }, { 0.0306, 0.441, 0.8729 }, { 0.0349, 0.4449, 0.8711 }, { 0.0394, 0.4488, 0.8692 }, { 0.0437, 0.4526, 0.8672 }, { 0.0477, 0.4564, 0.8652 }, { 0.0514, 0.4602, 0.8632 }, { 0.0549, 0.464, 0.8611 }, { 0.0582, 0.4677, 0.8589 }, { 0.0612, 0.4714, 0.8568 }, { 0.064, 0.4751, 0.8546 }, { 0.0666, 0.4788, 0.8525 }, { 0.0689, 0.4825, 0.8503 }, { 0.071, 0.4862, 0.8481 }, { 0.0729, 0.4899, 0.846 }, { 0.0746, 0.4937, 0.8439 }, { 0.0761, 0.4974, 0.8418 }, { 0.0773, 0.5012, 0.8398 }, { 0.0782, 0.5051, 0.8378 }, { 0.0789, 0.5089, 0.8359 }, { 0.0794, 0.5129, 0.8341 }, { 0.0795, 0.5169, 0.8324 }, { 0.0793, 0.521, 0.8308 }, { 0.0788, 0.5251, 0.8293 }, { 0.0778, 0.5295, 0.828 }, { 0.0764, 0.5339, 0.827 }, { 0.0746, 0.5384, 0.8261 }, { 0.0724, 0.5431, 0.8253 }, { 0.0698, 0.5479, 0.8247 }, { 0.0668, 0.5527, 0.8243 }, { 0.0636, 0.5577, 0.8239 }, { 0.06, 0.5627, 0.8237 }, { 0.0562, 0.5677, 0.8234 }, { 0.0523, 0.5727, 0.8231 }, { 0.0484, 0.5777, 0.8228 }, { 0.0445, 0.5826, 0.8223 }, { 0.0408, 0.5874, 0.8217 }, { 0.0372, 0.5922, 0.8209 }, { 0.0342, 0.5968, 0.8198 }, { 0.0317, 0.6012, 0.8186 }, { 0.0296, 0.6055, 0.8171 }, { 0.0279, 0.6097, 0.8154 }, { 0.0265, 0.6137, 0.8135 }, { 0.0255, 0.6176, 0.8114 }, { 0.0248, 0.6214, 0.8091 }, { 0.0243, 0.625, 0.8066 }, { 0.0239, 0.6285, 0.8039 }, { 0.0237, 0.6319, 0.801 }, { 0.0235, 0.6352, 0.798 }, { 0.0233, 0.6384, 0.7948 }, { 0.0231, 0.6415, 0.7916 }, { 0.023, 0.6445, 0.7881 }, { 0.0229, 0.6474, 0.7846 }, { 0.0227, 0.6503, 0.781, }, { 0.0227, 0.6531, 0.7773 }, { 0.0232, 0.6558, 0.7735 }, { 0.0238, 0.6585, 0.7696 }, { 0.0246, 0.6611, 0.7656 }, { 0.0263, 0.6637, 0.7615 }, { 0.0282, 0.6663, 0.7574 }, { 0.0306, 0.6688, 0.7532 }, { 0.0338, 0.6712, 0.749 }, { 0.0373, 0.6737, 0.7446 }, { 0.0418, 0.6761, 0.7402 }, { 0.0467, 0.6784, 0.7358 }, { 0.0516, 0.6808, 0.7313 }, { 0.0574, 0.6831, 0.7267 }, { 0.0629, 0.6854, 0.7221 }, { 0.0692, 0.6877, 0.7173 }, { 0.0755, 0.6899, 0.7126 }, { 0.082, 0.6921, 0.7078 }, { 0.0889, 0.6943, 0.7029 }, { 0.0956, 0.6965, 0.6979 }, { 0.1031, 0.6986, 0.6929 }, { 0.1104, 0.7007, 0.6878 }, { 0.118, 0.7028, 0.6827 }, { 0.1258, 0.7049, 0.6775 }, { 0.1335, 0.7069, 0.6723 }, { 0.1418, 0.7089, 0.6669 }, { 0.1499, 0.7109, 0.6616 }, { 0.1585, 0.7129, 0.6561 }, { 0.1671, 0.7148, 0.6507 }, { 0.1758, 0.7168, 0.6451 }, { 0.1849, 0.7186, 0.6395 }, { 0.1938, 0.7205, 0.6338 }, { 0.2033, 0.7223, 0.6281 }, { 0.2128, 0.7241, 0.6223 }, { 0.2224, 0.7259, 0.6165 }, { 0.2324, 0.7275, 0.6107 }, { 0.2423, 0.7292, 0.6048 }, { 0.2527, 0.7308, 0.5988 }, { 0.2631, 0.7324, 0.5929 }, { 0.2735, 0.7339, 0.5869 }, { 0.2845, 0.7354, 0.5809 }, { 0.2953, 0.7368, 0.5749 }, { 0.3064, 0.7381, 0.5689 }, { 0.3177, 0.7394, 0.563 }, { 0.3289, 0.7406, 0.557 }, { 0.3405, 0.7417, 0.5512 }, { 0.352, 0.7428, 0.5453 }, { 0.3635, 0.7438, 0.5396 }, { 0.3753, 0.7446, 0.5339 }, { 0.3869, 0.7454, 0.5283 }, { 0.3986, 0.7461, 0.5229 }, { 0.4103, 0.7467, 0.5175 }, { 0.4218, 0.7473, 0.5123 }, { 0.4334, 0.7477, 0.5072 }, { 0.4447, 0.7482, 0.5021 }, { 0.4561, 0.7485, 0.4972 }, { 0.4672, 0.7487, 0.4924 }, { 0.4783, 0.7489, 0.4877 }, { 0.4892, 0.7491, 0.4831 }, { 0.5, 0.7491, 0.4786 }, { 0.5106, 0.7492, 0.4741 }, { 0.5212, 0.7492, 0.4698 }, { 0.5315, 0.7491, 0.4655 }, { 0.5418, 0.749, 0.4613 }, { 0.5519, 0.7489, 0.4571 }, { 0.5619, 0.7487, 0.4531 }, { 0.5718, 0.7485, 0.449 }, { 0.5816, 0.7482, 0.4451 }, { 0.5913, 0.7479, 0.4412 }, { 0.6009, 0.7476, 0.4374 }, { 0.6103, 0.7473, 0.4335 }, { 0.6197, 0.7469, 0.4298 }, { 0.629, 0.7465, 0.4261 }, { 0.6382, 0.746, 0.4224 }, { 0.6473, 0.7456, 0.4188 }, { 0.6564, 0.7451, 0.4152 }, { 0.6653, 0.7446, 0.4116 }, { 0.6742, 0.7441, 0.4081 }, { 0.683, 0.7435, 0.4046 }, { 0.6918, 0.743, 0.4011 }, { 0.7004, 0.7424, 0.3976 }, { 0.7091, 0.7418, 0.3942 }, { 0.7176, 0.7412, 0.3908 }, { 0.7261, 0.7405, 0.3874 }, { 0.7346, 0.7399, 0.384 }, { 0.743, 0.7392, 0.3806 }, { 0.7513, 0.7385, 0.3773 }, { 0.7596, 0.7378, 0.3739 }, { 0.7679, 0.7372, 0.3706 }, { 0.7761, 0.7364, 0.3673 }, { 0.7843, 0.7357, 0.3639 }, { 0.7924, 0.735, 0.3606 }, { 0.8005, 0.7343, 0.3573 }, { 0.8085, 0.7336, 0.3539 }, { 0.8166, 0.7329, 0.3506 }, { 0.8246, 0.7322, 0.3472 }, { 0.8325, 0.7315, 0.3438 }, { 0.8405, 0.7308, 0.3404 }, { 0.8484, 0.7301, 0.337 }, { 0.8563, 0.7294, 0.3336 }, { 0.8642, 0.7288, 0.33 }, { 0.872, 0.7282, 0.3265 }, { 0.8798, 0.7276, 0.3229 }, { 0.8877, 0.7271, 0.3193 }, { 0.8954, 0.7266, 0.3156 }, { 0.9032, 0.7262, 0.3117 }, { 0.911, 0.7259, 0.3078 }, { 0.9187, 0.7256, 0.3038 }, { 0.9264, 0.7256, 0.2996 }, { 0.9341, 0.7256, 0.2953 }, { 0.9417, 0.7259, 0.2907 }, { 0.9493, 0.7264, 0.2859 }, { 0.9567, 0.7273, 0.2808 }, { 0.9639, 0.7285, 0.2754 }, { 0.9708, 0.7303, 0.2696 }, { 0.9773, 0.7326, 0.2634 }, { 0.9831, 0.7355, 0.257 }, { 0.9882, 0.739, 0.2504 }, { 0.9922, 0.7431, 0.2437 }, { 0.9952, 0.7476, 0.2373 }, { 0.9973, 0.7524, 0.231 }, { 0.9986, 0.7573, 0.2251 }, { 0.9991, 0.7624, 0.2195 }, { 0.999, 0.7675, 0.2141 }, { 0.9985, 0.7726, 0.209 }, { 0.9976, 0.7778, 0.2042 }, { 0.9964, 0.7829, 0.1995 }, { 0.995, 0.788, 0.1949 }, { 0.9933, 0.7931, 0.1905 }, { 0.9914, 0.7981, 0.1863 }, { 0.9894, 0.8032, 0.1821 }, { 0.9873, 0.8083, 0.178 }, { 0.9851, 0.8133, 0.174 }, { 0.9828, 0.8184, 0.17 }, { 0.9805, 0.8235, 0.1661 }, { 0.9782, 0.8286, 0.1622 }, { 0.9759, 0.8337, 0.1583 }, { 0.9736, 0.8389, 0.1544 }, { 0.9713, 0.8441, 0.1505 }, { 0.9692, 0.8494, 0.1465 }, { 0.9672, 0.8548, 0.1425 }, { 0.9654, 0.8603, 0.1385 }, { 0.9638, 0.8659, 0.1343 }, { 0.9623, 0.8716, 0.1301 }, { 0.9611, 0.8774, 0.1258 }, { 0.96, 0.8834, 0.1215 }, { 0.9593, 0.8895, 0.1171 }, { 0.9588, 0.8958, 0.1126 }, { 0.9586, 0.9022, 0.1082 }, { 0.9587, 0.9088, 0.1036 }, { 0.9591, 0.9155, 0.099 }, { 0.9599, 0.9225, 0.0944 }, { 0.961, 0.9296, 0.0897 }, { 0.9624, 0.9368, 0.085 }, { 0.9641, 0.9443, 0.0802 }, { 0.9662, 0.9518, 0.0753 }, { 0.9685, 0.9595, 0.0703 }, { 0.971, 0.9673, 0.0651 }, { 0.9736, 0.9752, 0.0597 }, { 0.9763, 0.9831, 0.0538 } }; return internal::CalcLerp(x, data); } inline Color GetHeatColor(double x) { constexpr Color data[] = { { 0.0, 0.0, 1.0 }, { 0.0, 1.0, 1.0 }, { 0.0, 1.0, 0.0 }, { 1.0, 1.0, 0.0 }, { 1.0, 0.0, 0.0 } }; return internal::CalcLerp(x, data); } inline Color GetJetColor(double x) { constexpr Color data[] = { { 0.0, 0.0, 0.5 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.5, 1.0 }, { 0.0, 1.0, 1.0 }, { 0.5, 1.0, 0.5 }, { 1.0, 1.0, 0.0 }, { 1.0, 0.5, 0.0 }, { 1.0, 0.0, 0.0 }, { 0.5, 0.0, 0.0 } }; return internal::CalcLerp(x, data); } inline Color GetTurboColor(double x) { constexpr Color data[] = { { 0.18995, 0.07176, 0.23217 }, { 0.19483, 0.08339, 0.26149 }, { 0.19956, 0.09498, 0.29024 }, { 0.20415, 0.10652, 0.31844 }, { 0.20860, 0.11802, 0.34607 }, { 0.21291, 0.12947, 0.37314 }, { 0.21708, 0.14087, 0.39964 }, { 0.22111, 0.15223, 0.42558 }, { 0.22500, 0.16354, 0.45096 }, { 0.22875, 0.17481, 0.47578 }, { 0.23236, 0.18603, 0.50004 }, { 0.23582, 0.19720, 0.52373 }, { 0.23915, 0.20833, 0.54686 }, { 0.24234, 0.21941, 0.56942 }, { 0.24539, 0.23044, 0.59142 }, { 0.24830, 0.24143, 0.61286 }, { 0.25107, 0.25237, 0.63374 }, { 0.25369, 0.26327, 0.65406 }, { 0.25618, 0.27412, 0.67381 }, { 0.25853, 0.28492, 0.69300 }, { 0.26074, 0.29568, 0.71162 }, { 0.26280, 0.30639, 0.72968 }, { 0.26473, 0.31706, 0.74718 }, { 0.26652, 0.32768, 0.76412 }, { 0.26816, 0.33825, 0.78050 }, { 0.26967, 0.34878, 0.79631 }, { 0.27103, 0.35926, 0.81156 }, { 0.27226, 0.36970, 0.82624 }, { 0.27334, 0.38008, 0.84037 }, { 0.27429, 0.39043, 0.85393 }, { 0.27509, 0.40072, 0.86692 }, { 0.27576, 0.41097, 0.87936 }, { 0.27628, 0.42118, 0.89123 }, { 0.27667, 0.43134, 0.90254 }, { 0.27691, 0.44145, 0.91328 }, { 0.27701, 0.45152, 0.92347 }, { 0.27698, 0.46153, 0.93309 }, { 0.27680, 0.47151, 0.94214 }, { 0.27648, 0.48144, 0.95064 }, { 0.27603, 0.49132, 0.95857 }, { 0.27543, 0.50115, 0.96594 }, { 0.27469, 0.51094, 0.97275 }, { 0.27381, 0.52069, 0.97899 }, { 0.27273, 0.53040, 0.98461 }, { 0.27106, 0.54015, 0.98930 }, { 0.26878, 0.54995, 0.99303 }, { 0.26592, 0.55979, 0.99583 }, { 0.26252, 0.56967, 0.99773 }, { 0.25862, 0.57958, 0.99876 }, { 0.25425, 0.58950, 0.99896 }, { 0.24946, 0.59943, 0.99835 }, { 0.24427, 0.60937, 0.99697 }, { 0.23874, 0.61931, 0.99485 }, { 0.23288, 0.62923, 0.99202 }, { 0.22676, 0.63913, 0.98851 }, { 0.22039, 0.64901, 0.98436 }, { 0.21382, 0.65886, 0.97959 }, { 0.20708, 0.66866, 0.97423 }, { 0.20021, 0.67842, 0.96833 }, { 0.19326, 0.68812, 0.96190 }, { 0.18625, 0.69775, 0.95498 }, { 0.17923, 0.70732, 0.94761 }, { 0.17223, 0.71680, 0.93981 }, { 0.16529, 0.72620, 0.93161 }, { 0.15844, 0.73551, 0.92305 }, { 0.15173, 0.74472, 0.91416 }, { 0.14519, 0.75381, 0.90496 }, { 0.13886, 0.76279, 0.89550 }, { 0.13278, 0.77165, 0.88580 }, { 0.12698, 0.78037, 0.87590 }, { 0.12151, 0.78896, 0.86581 }, { 0.11639, 0.79740, 0.85559 }, { 0.11167, 0.80569, 0.84525 }, { 0.10738, 0.81381, 0.83484 }, { 0.10357, 0.82177, 0.82437 }, { 0.10026, 0.82955, 0.81389 }, { 0.09750, 0.83714, 0.80342 }, { 0.09532, 0.84455, 0.79299 }, { 0.09377, 0.85175, 0.78264 }, { 0.09287, 0.85875, 0.77240 }, { 0.09267, 0.86554, 0.76230 }, { 0.09320, 0.87211, 0.75237 }, { 0.09451, 0.87844, 0.74265 }, { 0.09662, 0.88454, 0.73316 }, { 0.09958, 0.89040, 0.72393 }, { 0.10342, 0.89600, 0.71500 }, { 0.10815, 0.90142, 0.70599 }, { 0.11374, 0.90673, 0.69651 }, { 0.12014, 0.91193, 0.68660 }, { 0.12733, 0.91701, 0.67627 }, { 0.13526, 0.92197, 0.66556 }, { 0.14391, 0.92680, 0.65448 }, { 0.15323, 0.93151, 0.64308 }, { 0.16319, 0.93609, 0.63137 }, { 0.17377, 0.94053, 0.61938 }, { 0.18491, 0.94484, 0.60713 }, { 0.19659, 0.94901, 0.59466 }, { 0.20877, 0.95304, 0.58199 }, { 0.22142, 0.95692, 0.56914 }, { 0.23449, 0.96065, 0.55614 }, { 0.24797, 0.96423, 0.54303 }, { 0.26180, 0.96765, 0.52981 }, { 0.27597, 0.97092, 0.51653 }, { 0.29042, 0.97403, 0.50321 }, { 0.30513, 0.97697, 0.48987 }, { 0.32006, 0.97974, 0.47654 }, { 0.33517, 0.98234, 0.46325 }, { 0.35043, 0.98477, 0.45002 }, { 0.36581, 0.98702, 0.43688 }, { 0.38127, 0.98909, 0.42386 }, { 0.39678, 0.99098, 0.41098 }, { 0.41229, 0.99268, 0.39826 }, { 0.42778, 0.99419, 0.38575 }, { 0.44321, 0.99551, 0.37345 }, { 0.45854, 0.99663, 0.36140 }, { 0.47375, 0.99755, 0.34963 }, { 0.48879, 0.99828, 0.33816 }, { 0.50362, 0.99879, 0.32701 }, { 0.51822, 0.99910, 0.31622 }, { 0.53255, 0.99919, 0.30581 }, { 0.54658, 0.99907, 0.29581 }, { 0.56026, 0.99873, 0.28623 }, { 0.57357, 0.99817, 0.27712 }, { 0.58646, 0.99739, 0.26849 }, { 0.59891, 0.99638, 0.26038 }, { 0.61088, 0.99514, 0.25280 }, { 0.62233, 0.99366, 0.24579 }, { 0.63323, 0.99195, 0.23937 }, { 0.64362, 0.98999, 0.23356 }, { 0.65394, 0.98775, 0.22835 }, { 0.66428, 0.98524, 0.22370 }, { 0.67462, 0.98246, 0.21960 }, { 0.68494, 0.97941, 0.21602 }, { 0.69525, 0.97610, 0.21294 }, { 0.70553, 0.97255, 0.21032 }, { 0.71577, 0.96875, 0.20815 }, { 0.72596, 0.96470, 0.20640 }, { 0.73610, 0.96043, 0.20504 }, { 0.74617, 0.95593, 0.20406 }, { 0.75617, 0.95121, 0.20343 }, { 0.76608, 0.94627, 0.20311 }, { 0.77591, 0.94113, 0.20310 }, { 0.78563, 0.93579, 0.20336 }, { 0.79524, 0.93025, 0.20386 }, { 0.80473, 0.92452, 0.20459 }, { 0.81410, 0.91861, 0.20552 }, { 0.82333, 0.91253, 0.20663 }, { 0.83241, 0.90627, 0.20788 }, { 0.84133, 0.89986, 0.20926 }, { 0.85010, 0.89328, 0.21074 }, { 0.85868, 0.88655, 0.21230 }, { 0.86709, 0.87968, 0.21391 }, { 0.87530, 0.87267, 0.21555 }, { 0.88331, 0.86553, 0.21719 }, { 0.89112, 0.85826, 0.21880 }, { 0.89870, 0.85087, 0.22038 }, { 0.90605, 0.84337, 0.22188 }, { 0.91317, 0.83576, 0.22328 }, { 0.92004, 0.82806, 0.22456 }, { 0.92666, 0.82025, 0.22570 }, { 0.93301, 0.81236, 0.22667 }, { 0.93909, 0.80439, 0.22744 }, { 0.94489, 0.79634, 0.22800 }, { 0.95039, 0.78823, 0.22831 }, { 0.95560, 0.78005, 0.22836 }, { 0.96049, 0.77181, 0.22811 }, { 0.96507, 0.76352, 0.22754 }, { 0.96931, 0.75519, 0.22663 }, { 0.97323, 0.74682, 0.22536 }, { 0.97679, 0.73842, 0.22369 }, { 0.98000, 0.73000, 0.22161 }, { 0.98289, 0.72140, 0.21918 }, { 0.98549, 0.71250, 0.21650 }, { 0.98781, 0.70330, 0.21358 }, { 0.98986, 0.69382, 0.21043 }, { 0.99163, 0.68408, 0.20706 }, { 0.99314, 0.67408, 0.20348 }, { 0.99438, 0.66386, 0.19971 }, { 0.99535, 0.65341, 0.19577 }, { 0.99607, 0.64277, 0.19165 }, { 0.99654, 0.63193, 0.18738 }, { 0.99675, 0.62093, 0.18297 }, { 0.99672, 0.60977, 0.17842 }, { 0.99644, 0.59846, 0.17376 }, { 0.99593, 0.58703, 0.16899 }, { 0.99517, 0.57549, 0.16412 }, { 0.99419, 0.56386, 0.15918 }, { 0.99297, 0.55214, 0.15417 }, { 0.99153, 0.54036, 0.14910 }, { 0.98987, 0.52854, 0.14398 }, { 0.98799, 0.51667, 0.13883 }, { 0.98590, 0.50479, 0.13367 }, { 0.98360, 0.49291, 0.12849 }, { 0.98108, 0.48104, 0.12332 }, { 0.97837, 0.46920, 0.11817 }, { 0.97545, 0.45740, 0.11305 }, { 0.97234, 0.44565, 0.10797 }, { 0.96904, 0.43399, 0.10294 }, { 0.96555, 0.42241, 0.09798 }, { 0.96187, 0.41093, 0.09310 }, { 0.95801, 0.39958, 0.08831 }, { 0.95398, 0.38836, 0.08362 }, { 0.94977, 0.37729, 0.07905 }, { 0.94538, 0.36638, 0.07461 }, { 0.94084, 0.35566, 0.07031 }, { 0.93612, 0.34513, 0.06616 }, { 0.93125, 0.33482, 0.06218 }, { 0.92623, 0.32473, 0.05837 }, { 0.92105, 0.31489, 0.05475 }, { 0.91572, 0.30530, 0.05134 }, { 0.91024, 0.29599, 0.04814 }, { 0.90463, 0.28696, 0.04516 }, { 0.89888, 0.27824, 0.04243 }, { 0.89298, 0.26981, 0.03993 }, { 0.88691, 0.26152, 0.03753 }, { 0.88066, 0.25334, 0.03521 }, { 0.87422, 0.24526, 0.03297 }, { 0.86760, 0.23730, 0.03082 }, { 0.86079, 0.22945, 0.02875 }, { 0.85380, 0.22170, 0.02677 }, { 0.84662, 0.21407, 0.02487 }, { 0.83926, 0.20654, 0.02305 }, { 0.83172, 0.19912, 0.02131 }, { 0.82399, 0.19182, 0.01966 }, { 0.81608, 0.18462, 0.01809 }, { 0.80799, 0.17753, 0.01660 }, { 0.79971, 0.17055, 0.01520 }, { 0.79125, 0.16368, 0.01387 }, { 0.78260, 0.15693, 0.01264 }, { 0.77377, 0.15028, 0.01148 }, { 0.76476, 0.14374, 0.01041 }, { 0.75556, 0.13731, 0.00942 }, { 0.74617, 0.13098, 0.00851 }, { 0.73661, 0.12477, 0.00769 }, { 0.72686, 0.11867, 0.00695 }, { 0.71692, 0.11268, 0.00629 }, { 0.70680, 0.10680, 0.00571 }, { 0.69650, 0.10102, 0.00522 }, { 0.68602, 0.09536, 0.00481 }, { 0.67535, 0.08980, 0.00449 }, { 0.66449, 0.08436, 0.00424 }, { 0.65345, 0.07902, 0.00408 }, { 0.64223, 0.07380, 0.00401 }, { 0.63082, 0.06868, 0.00401 }, { 0.61923, 0.06367, 0.00410 }, { 0.60746, 0.05878, 0.00427 }, { 0.59550, 0.05399, 0.00453 }, { 0.58336, 0.04931, 0.00486 }, { 0.57103, 0.04474, 0.00529 }, { 0.55852, 0.04028, 0.00579 }, { 0.54583, 0.03593, 0.00638 }, { 0.53295, 0.03169, 0.00705 }, { 0.51989, 0.02756, 0.00780 }, { 0.50664, 0.02354, 0.00863 }, { 0.49321, 0.01963, 0.00955 }, { 0.47960, 0.01583, 0.01055 } }; return internal::CalcLerp(x, data); } inline Color GetHotColor(double x) { x = internal::Clamp01(x); constexpr Color r{ 1.0, 0.0, 0.0 }; constexpr Color g{ 0.0, 1.0, 0.0 }; constexpr Color b{ 0.0, 0.0, 1.0 }; if (x < 0.4) { const double t = x / 0.4; return t * r; } else if (x < 0.8) { const double t = (x - 0.4) / (0.8 - 0.4); return r + t * g; } else { const double t = (x - 0.8) / (1.0 - 0.8); return r + g + t * b; } } inline constexpr Color GetGrayColor(double x) noexcept { return Color{ 1.0 - internal::Clamp01(x) }; } inline Color GetMagmaColor(double x) { constexpr Color data[] = { { 0.001462, 0.000466, 0.013866 }, { 0.002258, 0.001295, 0.018331 }, { 0.003279, 0.002305, 0.023708 }, { 0.004512, 0.003490, 0.029965 }, { 0.005950, 0.004843, 0.037130 }, { 0.007588, 0.006356, 0.044973 }, { 0.009426, 0.008022, 0.052844 }, { 0.011465, 0.009828, 0.060750 }, { 0.013708, 0.011771, 0.068667 }, { 0.016156, 0.013840, 0.076603 }, { 0.018815, 0.016026, 0.084584 }, { 0.021692, 0.018320, 0.092610 }, { 0.024792, 0.020715, 0.100676 }, { 0.028123, 0.023201, 0.108787 }, { 0.031696, 0.025765, 0.116965 }, { 0.035520, 0.028397, 0.125209 }, { 0.039608, 0.031090, 0.133515 }, { 0.043830, 0.033830, 0.141886 }, { 0.048062, 0.036607, 0.150327 }, { 0.052320, 0.039407, 0.158841 }, { 0.056615, 0.042160, 0.167446 }, { 0.060949, 0.044794, 0.176129 }, { 0.065330, 0.047318, 0.184892 }, { 0.069764, 0.049726, 0.193735 }, { 0.074257, 0.052017, 0.202660 }, { 0.078815, 0.054184, 0.211667 }, { 0.083446, 0.056225, 0.220755 }, { 0.088155, 0.058133, 0.229922 }, { 0.092949, 0.059904, 0.239164 }, { 0.097833, 0.061531, 0.248477 }, { 0.102815, 0.063010, 0.257854 }, { 0.107899, 0.064335, 0.267289 }, { 0.113094, 0.065492, 0.276784 }, { 0.118405, 0.066479, 0.286321 }, { 0.123833, 0.067295, 0.295879 }, { 0.129380, 0.067935, 0.305443 }, { 0.135053, 0.068391, 0.315000 }, { 0.140858, 0.068654, 0.324538 }, { 0.146785, 0.068738, 0.334011 }, { 0.152839, 0.068637, 0.343404 }, { 0.159018, 0.068354, 0.352688 }, { 0.165308, 0.067911, 0.361816 }, { 0.171713, 0.067305, 0.370771 }, { 0.178212, 0.066576, 0.379497 }, { 0.184801, 0.065732, 0.387973 }, { 0.191460, 0.064818, 0.396152 }, { 0.198177, 0.063862, 0.404009 }, { 0.204935, 0.062907, 0.411514 }, { 0.211718, 0.061992, 0.418647 }, { 0.218512, 0.061158, 0.425392 }, { 0.225302, 0.060445, 0.431742 }, { 0.232077, 0.059889, 0.437695 }, { 0.238826, 0.059517, 0.443256 }, { 0.245543, 0.059352, 0.448436 }, { 0.252220, 0.059415, 0.453248 }, { 0.258857, 0.059706, 0.457710 }, { 0.265447, 0.060237, 0.461840 }, { 0.271994, 0.060994, 0.465660 }, { 0.278493, 0.061978, 0.469190 }, { 0.284951, 0.063168, 0.472451 }, { 0.291366, 0.064553, 0.475462 }, { 0.297740, 0.066117, 0.478243 }, { 0.304081, 0.067835, 0.480812 }, { 0.310382, 0.069702, 0.483186 }, { 0.316654, 0.071690, 0.485380 }, { 0.322899, 0.073782, 0.487408 }, { 0.329114, 0.075972, 0.489287 }, { 0.335308, 0.078236, 0.491024 }, { 0.341482, 0.080564, 0.492631 }, { 0.347636, 0.082946, 0.494121 }, { 0.353773, 0.085373, 0.495501 }, { 0.359898, 0.087831, 0.496778 }, { 0.366012, 0.090314, 0.497960 }, { 0.372116, 0.092816, 0.499053 }, { 0.378211, 0.095332, 0.500067 }, { 0.384299, 0.097855, 0.501002 }, { 0.390384, 0.100379, 0.501864 }, { 0.396467, 0.102902, 0.502658 }, { 0.402548, 0.105420, 0.503386 }, { 0.408629, 0.107930, 0.504052 }, { 0.414709, 0.110431, 0.504662 }, { 0.420791, 0.112920, 0.505215 }, { 0.426877, 0.115395, 0.505714 }, { 0.432967, 0.117855, 0.506160 }, { 0.439062, 0.120298, 0.506555 }, { 0.445163, 0.122724, 0.506901 }, { 0.451271, 0.125132, 0.507198 }, { 0.457386, 0.127522, 0.507448 }, { 0.463508, 0.129893, 0.507652 }, { 0.469640, 0.132245, 0.507809 }, { 0.475780, 0.134577, 0.507921 }, { 0.481929, 0.136891, 0.507989 }, { 0.488088, 0.139186, 0.508011 }, { 0.494258, 0.141462, 0.507988 }, { 0.500438, 0.143719, 0.507920 }, { 0.506629, 0.145958, 0.507806 }, { 0.512831, 0.148179, 0.507648 }, { 0.519045, 0.150383, 0.507443 }, { 0.525270, 0.152569, 0.507192 }, { 0.531507, 0.154739, 0.506895 }, { 0.537755, 0.156894, 0.506551 }, { 0.544015, 0.159033, 0.506159 }, { 0.550287, 0.161158, 0.505719 }, { 0.556571, 0.163269, 0.505230 }, { 0.562866, 0.165368, 0.504692 }, { 0.569172, 0.167454, 0.504105 }, { 0.575490, 0.169530, 0.503466 }, { 0.581819, 0.171596, 0.502777 }, { 0.588158, 0.173652, 0.502035 }, { 0.594508, 0.175701, 0.501241 }, { 0.600868, 0.177743, 0.500394 }, { 0.607238, 0.179779, 0.499492 }, { 0.613617, 0.181811, 0.498536 }, { 0.620005, 0.183840, 0.497524 }, { 0.626401, 0.185867, 0.496456 }, { 0.632805, 0.187893, 0.495332 }, { 0.639216, 0.189921, 0.494150 }, { 0.645633, 0.191952, 0.492910 }, { 0.652056, 0.193986, 0.491611 }, { 0.658483, 0.196027, 0.490253 }, { 0.664915, 0.198075, 0.488836 }, { 0.671349, 0.200133, 0.487358 }, { 0.677786, 0.202203, 0.485819 }, { 0.684224, 0.204286, 0.484219 }, { 0.690661, 0.206384, 0.482558 }, { 0.697098, 0.208501, 0.480835 }, { 0.703532, 0.210638, 0.479049 }, { 0.709962, 0.212797, 0.477201 }, { 0.716387, 0.214982, 0.475290 }, { 0.722805, 0.217194, 0.473316 }, { 0.729216, 0.219437, 0.471279 }, { 0.735616, 0.221713, 0.469180 }, { 0.742004, 0.224025, 0.467018 }, { 0.748378, 0.226377, 0.464794 }, { 0.754737, 0.228772, 0.462509 }, { 0.761077, 0.231214, 0.460162 }, { 0.767398, 0.233705, 0.457755 }, { 0.773695, 0.236249, 0.455289 }, { 0.779968, 0.238851, 0.452765 }, { 0.786212, 0.241514, 0.450184 }, { 0.792427, 0.244242, 0.447543 }, { 0.798608, 0.247040, 0.444848 }, { 0.804752, 0.249911, 0.442102 }, { 0.810855, 0.252861, 0.439305 }, { 0.816914, 0.255895, 0.436461 }, { 0.822926, 0.259016, 0.433573 }, { 0.828886, 0.262229, 0.430644 }, { 0.834791, 0.265540, 0.427671 }, { 0.840636, 0.268953, 0.424666 }, { 0.846416, 0.272473, 0.421631 }, { 0.852126, 0.276106, 0.418573 }, { 0.857763, 0.279857, 0.415496 }, { 0.863320, 0.283729, 0.412403 }, { 0.868793, 0.287728, 0.409303 }, { 0.874176, 0.291859, 0.406205 }, { 0.879464, 0.296125, 0.403118 }, { 0.884651, 0.300530, 0.400047 }, { 0.889731, 0.305079, 0.397002 }, { 0.894700, 0.309773, 0.393995 }, { 0.899552, 0.314616, 0.391037 }, { 0.904281, 0.319610, 0.388137 }, { 0.908884, 0.324755, 0.385308 }, { 0.913354, 0.330052, 0.382563 }, { 0.917689, 0.335500, 0.379915 }, { 0.921884, 0.341098, 0.377376 }, { 0.925937, 0.346844, 0.374959 }, { 0.929845, 0.352734, 0.372677 }, { 0.933606, 0.358764, 0.370541 }, { 0.937221, 0.364929, 0.368567 }, { 0.940687, 0.371224, 0.366762 }, { 0.944006, 0.377643, 0.365136 }, { 0.947180, 0.384178, 0.363701 }, { 0.950210, 0.390820, 0.362468 }, { 0.953099, 0.397563, 0.361438 }, { 0.955849, 0.404400, 0.360619 }, { 0.958464, 0.411324, 0.360014 }, { 0.960949, 0.418323, 0.359630 }, { 0.963310, 0.425390, 0.359469 }, { 0.965549, 0.432519, 0.359529 }, { 0.967671, 0.439703, 0.359810 }, { 0.969680, 0.446936, 0.360311 }, { 0.971582, 0.454210, 0.361030 }, { 0.973381, 0.461520, 0.361965 }, { 0.975082, 0.468861, 0.363111 }, { 0.976690, 0.476226, 0.364466 }, { 0.978210, 0.483612, 0.366025 }, { 0.979645, 0.491014, 0.367783 }, { 0.981000, 0.498428, 0.369734 }, { 0.982279, 0.505851, 0.371874 }, { 0.983485, 0.513280, 0.374198 }, { 0.984622, 0.520713, 0.376698 }, { 0.985693, 0.528148, 0.379371 }, { 0.986700, 0.535582, 0.382210 }, { 0.987646, 0.543015, 0.385210 }, { 0.988533, 0.550446, 0.388365 }, { 0.989363, 0.557873, 0.391671 }, { 0.990138, 0.565296, 0.395122 }, { 0.990871, 0.572706, 0.398714 }, { 0.991558, 0.580107, 0.402441 }, { 0.992196, 0.587502, 0.406299 }, { 0.992785, 0.594891, 0.410283 }, { 0.993326, 0.602275, 0.414390 }, { 0.993834, 0.609644, 0.418613 }, { 0.994309, 0.616999, 0.422950 }, { 0.994738, 0.624350, 0.427397 }, { 0.995122, 0.631696, 0.431951 }, { 0.995480, 0.639027, 0.436607 }, { 0.995810, 0.646344, 0.441361 }, { 0.996096, 0.653659, 0.446213 }, { 0.996341, 0.660969, 0.451160 }, { 0.996580, 0.668256, 0.456192 }, { 0.996775, 0.675541, 0.461314 }, { 0.996925, 0.682828, 0.466526 }, { 0.997077, 0.690088, 0.471811 }, { 0.997186, 0.697349, 0.477182 }, { 0.997254, 0.704611, 0.482635 }, { 0.997325, 0.711848, 0.488154 }, { 0.997351, 0.719089, 0.493755 }, { 0.997351, 0.726324, 0.499428 }, { 0.997341, 0.733545, 0.505167 }, { 0.997285, 0.740772, 0.510983 }, { 0.997228, 0.747981, 0.516859 }, { 0.997138, 0.755190, 0.522806 }, { 0.997019, 0.762398, 0.528821 }, { 0.996898, 0.769591, 0.534892 }, { 0.996727, 0.776795, 0.541039 }, { 0.996571, 0.783977, 0.547233 }, { 0.996369, 0.791167, 0.553499 }, { 0.996162, 0.798348, 0.559820 }, { 0.995932, 0.805527, 0.566202 }, { 0.995680, 0.812706, 0.572645 }, { 0.995424, 0.819875, 0.579140 }, { 0.995131, 0.827052, 0.585701 }, { 0.994851, 0.834213, 0.592307 }, { 0.994524, 0.841387, 0.598983 }, { 0.994222, 0.848540, 0.605696 }, { 0.993866, 0.855711, 0.612482 }, { 0.993545, 0.862859, 0.619299 }, { 0.993170, 0.870024, 0.626189 }, { 0.992831, 0.877168, 0.633109 }, { 0.992440, 0.884330, 0.640099 }, { 0.992089, 0.891470, 0.647116 }, { 0.991688, 0.898627, 0.654202 }, { 0.991332, 0.905763, 0.661309 }, { 0.990930, 0.912915, 0.668481 }, { 0.990570, 0.920049, 0.675675 }, { 0.990175, 0.927196, 0.682926 }, { 0.989815, 0.934329, 0.690198 }, { 0.989434, 0.941470, 0.697519 }, { 0.989077, 0.948604, 0.704863 }, { 0.988717, 0.955742, 0.712242 }, { 0.988367, 0.962878, 0.719649 }, { 0.988033, 0.970012, 0.727077 }, { 0.987691, 0.977154, 0.734536 }, { 0.987387, 0.984288, 0.742002 }, { 0.987053, 0.991438, 0.749504 } }; return internal::CalcLerp(x, data); } inline Color GetInfernoColor(double x) { constexpr Color data[] = { { 0.001462, 0.000466, 0.013866 }, { 0.002267, 0.001270, 0.018570 }, { 0.003299, 0.002249, 0.024239 }, { 0.004547, 0.003392, 0.030909 }, { 0.006006, 0.004692, 0.038558 }, { 0.007676, 0.006136, 0.046836 }, { 0.009561, 0.007713, 0.055143 }, { 0.011663, 0.009417, 0.063460 }, { 0.013995, 0.011225, 0.071862 }, { 0.016561, 0.013136, 0.080282 }, { 0.019373, 0.015133, 0.088767 }, { 0.022447, 0.017199, 0.097327 }, { 0.025793, 0.019331, 0.105930 }, { 0.029432, 0.021503, 0.114621 }, { 0.033385, 0.023702, 0.123397 }, { 0.037668, 0.025921, 0.132232 }, { 0.042253, 0.028139, 0.141141 }, { 0.046915, 0.030324, 0.150164 }, { 0.051644, 0.032474, 0.159254 }, { 0.056449, 0.034569, 0.168414 }, { 0.061340, 0.036590, 0.177642 }, { 0.066331, 0.038504, 0.186962 }, { 0.071429, 0.040294, 0.196354 }, { 0.076637, 0.041905, 0.205799 }, { 0.081962, 0.043328, 0.215289 }, { 0.087411, 0.044556, 0.224813 }, { 0.092990, 0.045583, 0.234358 }, { 0.098702, 0.046402, 0.243904 }, { 0.104551, 0.047008, 0.253430 }, { 0.110536, 0.047399, 0.262912 }, { 0.116656, 0.047574, 0.272321 }, { 0.122908, 0.047536, 0.281624 }, { 0.129285, 0.047293, 0.290788 }, { 0.135778, 0.046856, 0.299776 }, { 0.142378, 0.046242, 0.308553 }, { 0.149073, 0.045468, 0.317085 }, { 0.155850, 0.044559, 0.325338 }, { 0.162689, 0.043554, 0.333277 }, { 0.169575, 0.042489, 0.340874 }, { 0.176493, 0.041402, 0.348111 }, { 0.183429, 0.040329, 0.354971 }, { 0.190367, 0.039309, 0.361447 }, { 0.197297, 0.038400, 0.367535 }, { 0.204209, 0.037632, 0.373238 }, { 0.211095, 0.037030, 0.378563 }, { 0.217949, 0.036615, 0.383522 }, { 0.224763, 0.036405, 0.388129 }, { 0.231538, 0.036405, 0.392400 }, { 0.238273, 0.036621, 0.396353 }, { 0.244967, 0.037055, 0.400007 }, { 0.251620, 0.037705, 0.403378 }, { 0.258234, 0.038571, 0.406485 }, { 0.264810, 0.039647, 0.409345 }, { 0.271347, 0.040922, 0.411976 }, { 0.277850, 0.042353, 0.414392 }, { 0.284321, 0.043933, 0.416608 }, { 0.290763, 0.045644, 0.418637 }, { 0.297178, 0.047470, 0.420491 }, { 0.303568, 0.049396, 0.422182 }, { 0.309935, 0.051407, 0.423721 }, { 0.316282, 0.053490, 0.425116 }, { 0.322610, 0.055634, 0.426377 }, { 0.328921, 0.057827, 0.427511 }, { 0.335217, 0.060060, 0.428524 }, { 0.341500, 0.062325, 0.429425 }, { 0.347771, 0.064616, 0.430217 }, { 0.354032, 0.066925, 0.430906 }, { 0.360284, 0.069247, 0.431497 }, { 0.366529, 0.071579, 0.431994 }, { 0.372768, 0.073915, 0.432400 }, { 0.379001, 0.076253, 0.432719 }, { 0.385228, 0.078591, 0.432955 }, { 0.391453, 0.080927, 0.433109 }, { 0.397674, 0.083257, 0.433183 }, { 0.403894, 0.085580, 0.433179 }, { 0.410113, 0.087896, 0.433098 }, { 0.416331, 0.090203, 0.432943 }, { 0.422549, 0.092501, 0.432714 }, { 0.428768, 0.094790, 0.432412 }, { 0.434987, 0.097069, 0.432039 }, { 0.441207, 0.099338, 0.431594 }, { 0.447428, 0.101597, 0.431080 }, { 0.453651, 0.103848, 0.430498 }, { 0.459875, 0.106089, 0.429846 }, { 0.466100, 0.108322, 0.429125 }, { 0.472328, 0.110547, 0.428334 }, { 0.478558, 0.112764, 0.427475 }, { 0.484789, 0.114974, 0.426548 }, { 0.491022, 0.117179, 0.425552 }, { 0.497257, 0.119379, 0.424488 }, { 0.503493, 0.121575, 0.423356 }, { 0.509730, 0.123769, 0.422156 }, { 0.515967, 0.125960, 0.420887 }, { 0.522206, 0.128150, 0.419549 }, { 0.528444, 0.130341, 0.418142 }, { 0.534683, 0.132534, 0.416667 }, { 0.540920, 0.134729, 0.415123 }, { 0.547157, 0.136929, 0.413511 }, { 0.553392, 0.139134, 0.411829 }, { 0.559624, 0.141346, 0.410078 }, { 0.565854, 0.143567, 0.408258 }, { 0.572081, 0.145797, 0.406369 }, { 0.578304, 0.148039, 0.404411 }, { 0.584521, 0.150294, 0.402385 }, { 0.590734, 0.152563, 0.400290 }, { 0.596940, 0.154848, 0.398125 }, { 0.603139, 0.157151, 0.395891 }, { 0.609330, 0.159474, 0.393589 }, { 0.615513, 0.161817, 0.391219 }, { 0.621685, 0.164184, 0.388781 }, { 0.627847, 0.166575, 0.386276 }, { 0.633998, 0.168992, 0.383704 }, { 0.640135, 0.171438, 0.381065 }, { 0.646260, 0.173914, 0.378359 }, { 0.652369, 0.176421, 0.375586 }, { 0.658463, 0.178962, 0.372748 }, { 0.664540, 0.181539, 0.369846 }, { 0.670599, 0.184153, 0.366879 }, { 0.676638, 0.186807, 0.363849 }, { 0.682656, 0.189501, 0.360757 }, { 0.688653, 0.192239, 0.357603 }, { 0.694627, 0.195021, 0.354388 }, { 0.700576, 0.197851, 0.351113 }, { 0.706500, 0.200728, 0.347777 }, { 0.712396, 0.203656, 0.344383 }, { 0.718264, 0.206636, 0.340931 }, { 0.724103, 0.209670, 0.337424 }, { 0.729909, 0.212759, 0.333861 }, { 0.735683, 0.215906, 0.330245 }, { 0.741423, 0.219112, 0.326576 }, { 0.747127, 0.222378, 0.322856 }, { 0.752794, 0.225706, 0.319085 }, { 0.758422, 0.229097, 0.315266 }, { 0.764010, 0.232554, 0.311399 }, { 0.769556, 0.236077, 0.307485 }, { 0.775059, 0.239667, 0.303526 }, { 0.780517, 0.243327, 0.299523 }, { 0.785929, 0.247056, 0.295477 }, { 0.791293, 0.250856, 0.291390 }, { 0.796607, 0.254728, 0.287264 }, { 0.801871, 0.258674, 0.283099 }, { 0.807082, 0.262692, 0.278898 }, { 0.812239, 0.266786, 0.274661 }, { 0.817341, 0.270954, 0.270390 }, { 0.822386, 0.275197, 0.266085 }, { 0.827372, 0.279517, 0.261750 }, { 0.832299, 0.283913, 0.257383 }, { 0.837165, 0.288385, 0.252988 }, { 0.841969, 0.292933, 0.248564 }, { 0.846709, 0.297559, 0.244113 }, { 0.851384, 0.302260, 0.239636 }, { 0.855992, 0.307038, 0.235133 }, { 0.860533, 0.311892, 0.230606 }, { 0.865006, 0.316822, 0.226055 }, { 0.869409, 0.321827, 0.221482 }, { 0.873741, 0.326906, 0.216886 }, { 0.878001, 0.332060, 0.212268 }, { 0.882188, 0.337287, 0.207628 }, { 0.886302, 0.342586, 0.202968 }, { 0.890341, 0.347957, 0.198286 }, { 0.894305, 0.353399, 0.193584 }, { 0.898192, 0.358911, 0.188860 }, { 0.902003, 0.364492, 0.184116 }, { 0.905735, 0.370140, 0.179350 }, { 0.909390, 0.375856, 0.174563 }, { 0.912966, 0.381636, 0.169755 }, { 0.916462, 0.387481, 0.164924 }, { 0.919879, 0.393389, 0.160070 }, { 0.923215, 0.399359, 0.155193 }, { 0.926470, 0.405389, 0.150292 }, { 0.929644, 0.411479, 0.145367 }, { 0.932737, 0.417627, 0.140417 }, { 0.935747, 0.423831, 0.135440 }, { 0.938675, 0.430091, 0.130438 }, { 0.941521, 0.436405, 0.125409 }, { 0.944285, 0.442772, 0.120354 }, { 0.946965, 0.449191, 0.115272 }, { 0.949562, 0.455660, 0.110164 }, { 0.952075, 0.462178, 0.105031 }, { 0.954506, 0.468744, 0.099874 }, { 0.956852, 0.475356, 0.094695 }, { 0.959114, 0.482014, 0.089499 }, { 0.961293, 0.488716, 0.084289 }, { 0.963387, 0.495462, 0.079073 }, { 0.965397, 0.502249, 0.073859 }, { 0.967322, 0.509078, 0.068659 }, { 0.969163, 0.515946, 0.063488 }, { 0.970919, 0.522853, 0.058367 }, { 0.972590, 0.529798, 0.053324 }, { 0.974176, 0.536780, 0.048392 }, { 0.975677, 0.543798, 0.043618 }, { 0.977092, 0.550850, 0.039050 }, { 0.978422, 0.557937, 0.034931 }, { 0.979666, 0.565057, 0.031409 }, { 0.980824, 0.572209, 0.028508 }, { 0.981895, 0.579392, 0.026250 }, { 0.982881, 0.586606, 0.024661 }, { 0.983779, 0.593849, 0.023770 }, { 0.984591, 0.601122, 0.023606 }, { 0.985315, 0.608422, 0.024202 }, { 0.985952, 0.615750, 0.025592 }, { 0.986502, 0.623105, 0.027814 }, { 0.986964, 0.630485, 0.030908 }, { 0.987337, 0.637890, 0.034916 }, { 0.987622, 0.645320, 0.039886 }, { 0.987819, 0.652773, 0.045581 }, { 0.987926, 0.660250, 0.051750 }, { 0.987945, 0.667748, 0.058329 }, { 0.987874, 0.675267, 0.065257 }, { 0.987714, 0.682807, 0.072489 }, { 0.987464, 0.690366, 0.079990 }, { 0.987124, 0.697944, 0.087731 }, { 0.986694, 0.705540, 0.095694 }, { 0.986175, 0.713153, 0.103863 }, { 0.985566, 0.720782, 0.112229 }, { 0.984865, 0.728427, 0.120785 }, { 0.984075, 0.736087, 0.129527 }, { 0.983196, 0.743758, 0.138453 }, { 0.982228, 0.751442, 0.147565 }, { 0.981173, 0.759135, 0.156863 }, { 0.980032, 0.766837, 0.166353 }, { 0.978806, 0.774545, 0.176037 }, { 0.977497, 0.782258, 0.185923 }, { 0.976108, 0.789974, 0.196018 }, { 0.974638, 0.797692, 0.206332 }, { 0.973088, 0.805409, 0.216877 }, { 0.971468, 0.813122, 0.227658 }, { 0.969783, 0.820825, 0.238686 }, { 0.968041, 0.828515, 0.249972 }, { 0.966243, 0.836191, 0.261534 }, { 0.964394, 0.843848, 0.273391 }, { 0.962517, 0.851476, 0.285546 }, { 0.960626, 0.859069, 0.298010 }, { 0.958720, 0.866624, 0.310820 }, { 0.956834, 0.874129, 0.323974 }, { 0.954997, 0.881569, 0.337475 }, { 0.953215, 0.888942, 0.351369 }, { 0.951546, 0.896226, 0.365627 }, { 0.950018, 0.903409, 0.380271 }, { 0.948683, 0.910473, 0.395289 }, { 0.947594, 0.917399, 0.410665 }, { 0.946809, 0.924168, 0.426373 }, { 0.946392, 0.930761, 0.442367 }, { 0.946403, 0.937159, 0.458592 }, { 0.946903, 0.943348, 0.474970 }, { 0.947937, 0.949318, 0.491426 }, { 0.949545, 0.955063, 0.507860 }, { 0.951740, 0.960587, 0.524203 }, { 0.954529, 0.965896, 0.540361 }, { 0.957896, 0.971003, 0.556275 }, { 0.961812, 0.975924, 0.571925 }, { 0.966249, 0.980678, 0.587206 }, { 0.971162, 0.985282, 0.602154 }, { 0.976511, 0.989753, 0.616760 }, { 0.982257, 0.994109, 0.631017 }, { 0.988362, 0.998364, 0.644924 } }; return internal::CalcLerp(x, data); } inline Color GetPlasmaColor(double x) { constexpr Color data[] = { { 0.050383, 0.029803, 0.527975 }, { 0.063536, 0.028426, 0.533124 }, { 0.075353, 0.027206, 0.538007 }, { 0.086222, 0.026125, 0.542658 }, { 0.096379, 0.025165, 0.547103 }, { 0.105980, 0.024309, 0.551368 }, { 0.115124, 0.023556, 0.555468 }, { 0.123903, 0.022878, 0.559423 }, { 0.132381, 0.022258, 0.563250 }, { 0.140603, 0.021687, 0.566959 }, { 0.148607, 0.021154, 0.570562 }, { 0.156421, 0.020651, 0.574065 }, { 0.164070, 0.020171, 0.577478 }, { 0.171574, 0.019706, 0.580806 }, { 0.178950, 0.019252, 0.584054 }, { 0.186213, 0.018803, 0.587228 }, { 0.193374, 0.018354, 0.590330 }, { 0.200445, 0.017902, 0.593364 }, { 0.207435, 0.017442, 0.596333 }, { 0.214350, 0.016973, 0.599239 }, { 0.221197, 0.016497, 0.602083 }, { 0.227983, 0.016007, 0.604867 }, { 0.234715, 0.015502, 0.607592 }, { 0.241396, 0.014979, 0.610259 }, { 0.248032, 0.014439, 0.612868 }, { 0.254627, 0.013882, 0.615419 }, { 0.261183, 0.013308, 0.617911 }, { 0.267703, 0.012716, 0.620346 }, { 0.274191, 0.012109, 0.622722 }, { 0.280648, 0.011488, 0.625038 }, { 0.287076, 0.010855, 0.627295 }, { 0.293478, 0.010213, 0.629490 }, { 0.299855, 0.009561, 0.631624 }, { 0.306210, 0.008902, 0.633694 }, { 0.312543, 0.008239, 0.635700 }, { 0.318856, 0.007576, 0.637640 }, { 0.325150, 0.006915, 0.639512 }, { 0.331426, 0.006261, 0.641316 }, { 0.337683, 0.005618, 0.643049 }, { 0.343925, 0.004991, 0.644710 }, { 0.350150, 0.004382, 0.646298 }, { 0.356359, 0.003798, 0.647810 }, { 0.362553, 0.003243, 0.649245 }, { 0.368733, 0.002724, 0.650601 }, { 0.374897, 0.002245, 0.651876 }, { 0.381047, 0.001814, 0.653068 }, { 0.387183, 0.001434, 0.654177 }, { 0.393304, 0.001114, 0.655199 }, { 0.399411, 0.000859, 0.656133 }, { 0.405503, 0.000678, 0.656977 }, { 0.411580, 0.000577, 0.657730 }, { 0.417642, 0.000564, 0.658390 }, { 0.423689, 0.000646, 0.658956 }, { 0.429719, 0.000831, 0.659425 }, { 0.435734, 0.001127, 0.659797 }, { 0.441732, 0.001540, 0.660069 }, { 0.447714, 0.002080, 0.660240 }, { 0.453677, 0.002755, 0.660310 }, { 0.459623, 0.003574, 0.660277 }, { 0.465550, 0.004545, 0.660139 }, { 0.471457, 0.005678, 0.659897 }, { 0.477344, 0.006980, 0.659549 }, { 0.483210, 0.008460, 0.659095 }, { 0.489055, 0.010127, 0.658534 }, { 0.494877, 0.011990, 0.657865 }, { 0.500678, 0.014055, 0.657088 }, { 0.506454, 0.016333, 0.656202 }, { 0.512206, 0.018833, 0.655209 }, { 0.517933, 0.021563, 0.654109 }, { 0.523633, 0.024532, 0.652901 }, { 0.529306, 0.027747, 0.651586 }, { 0.534952, 0.031217, 0.650165 }, { 0.540570, 0.034950, 0.648640 }, { 0.546157, 0.038954, 0.647010 }, { 0.551715, 0.043136, 0.645277 }, { 0.557243, 0.047331, 0.643443 }, { 0.562738, 0.051545, 0.641509 }, { 0.568201, 0.055778, 0.639477 }, { 0.573632, 0.060028, 0.637349 }, { 0.579029, 0.064296, 0.635126 }, { 0.584391, 0.068579, 0.632812 }, { 0.589719, 0.072878, 0.630408 }, { 0.595011, 0.077190, 0.627917 }, { 0.600266, 0.081516, 0.625342 }, { 0.605485, 0.085854, 0.622686 }, { 0.610667, 0.090204, 0.619951 }, { 0.615812, 0.094564, 0.617140 }, { 0.620919, 0.098934, 0.614257 }, { 0.625987, 0.103312, 0.611305 }, { 0.631017, 0.107699, 0.608287 }, { 0.636008, 0.112092, 0.605205 }, { 0.640959, 0.116492, 0.602065 }, { 0.645872, 0.120898, 0.598867 }, { 0.650746, 0.125309, 0.595617 }, { 0.655580, 0.129725, 0.592317 }, { 0.660374, 0.134144, 0.588971 }, { 0.665129, 0.138566, 0.585582 }, { 0.669845, 0.142992, 0.582154 }, { 0.674522, 0.147419, 0.578688 }, { 0.679160, 0.151848, 0.575189 }, { 0.683758, 0.156278, 0.571660 }, { 0.688318, 0.160709, 0.568103 }, { 0.692840, 0.165141, 0.564522 }, { 0.697324, 0.169573, 0.560919 }, { 0.701769, 0.174005, 0.557296 }, { 0.706178, 0.178437, 0.553657 }, { 0.710549, 0.182868, 0.550004 }, { 0.714883, 0.187299, 0.546338 }, { 0.719181, 0.191729, 0.542663 }, { 0.723444, 0.196158, 0.538981 }, { 0.727670, 0.200586, 0.535293 }, { 0.731862, 0.205013, 0.531601 }, { 0.736019, 0.209439, 0.527908 }, { 0.740143, 0.213864, 0.524216 }, { 0.744232, 0.218288, 0.520524 }, { 0.748289, 0.222711, 0.516834 }, { 0.752312, 0.227133, 0.513149 }, { 0.756304, 0.231555, 0.509468 }, { 0.760264, 0.235976, 0.505794 }, { 0.764193, 0.240396, 0.502126 }, { 0.768090, 0.244817, 0.498465 }, { 0.771958, 0.249237, 0.494813 }, { 0.775796, 0.253658, 0.491171 }, { 0.779604, 0.258078, 0.487539 }, { 0.783383, 0.262500, 0.483918 }, { 0.787133, 0.266922, 0.480307 }, { 0.790855, 0.271345, 0.476706 }, { 0.794549, 0.275770, 0.473117 }, { 0.798216, 0.280197, 0.469538 }, { 0.801855, 0.284626, 0.465971 }, { 0.805467, 0.289057, 0.462415 }, { 0.809052, 0.293491, 0.458870 }, { 0.812612, 0.297928, 0.455338 }, { 0.816144, 0.302368, 0.451816 }, { 0.819651, 0.306812, 0.448306 }, { 0.823132, 0.311261, 0.444806 }, { 0.826588, 0.315714, 0.441316 }, { 0.830018, 0.320172, 0.437836 }, { 0.833422, 0.324635, 0.434366 }, { 0.836801, 0.329105, 0.430905 }, { 0.840155, 0.333580, 0.427455 }, { 0.843484, 0.338062, 0.424013 }, { 0.846788, 0.342551, 0.420579 }, { 0.850066, 0.347048, 0.417153 }, { 0.853319, 0.351553, 0.413734 }, { 0.856547, 0.356066, 0.410322 }, { 0.859750, 0.360588, 0.406917 }, { 0.862927, 0.365119, 0.403519 }, { 0.866078, 0.369660, 0.400126 }, { 0.869203, 0.374212, 0.396738 }, { 0.872303, 0.378774, 0.393355 }, { 0.875376, 0.383347, 0.389976 }, { 0.878423, 0.387932, 0.386600 }, { 0.881443, 0.392529, 0.383229 }, { 0.884436, 0.397139, 0.379860 }, { 0.887402, 0.401762, 0.376494 }, { 0.890340, 0.406398, 0.373130 }, { 0.893250, 0.411048, 0.369768 }, { 0.896131, 0.415712, 0.366407 }, { 0.898984, 0.420392, 0.363047 }, { 0.901807, 0.425087, 0.359688 }, { 0.904601, 0.429797, 0.356329 }, { 0.907365, 0.434524, 0.352970 }, { 0.910098, 0.439268, 0.349610 }, { 0.912800, 0.444029, 0.346251 }, { 0.915471, 0.448807, 0.342890 }, { 0.918109, 0.453603, 0.339529 }, { 0.920714, 0.458417, 0.336166 }, { 0.923287, 0.463251, 0.332801 }, { 0.925825, 0.468103, 0.329435 }, { 0.928329, 0.472975, 0.326067 }, { 0.930798, 0.477867, 0.322697 }, { 0.933232, 0.482780, 0.319325 }, { 0.935630, 0.487712, 0.315952 }, { 0.937990, 0.492667, 0.312575 }, { 0.940313, 0.497642, 0.309197 }, { 0.942598, 0.502639, 0.305816 }, { 0.944844, 0.507658, 0.302433 }, { 0.947051, 0.512699, 0.299049 }, { 0.949217, 0.517763, 0.295662 }, { 0.951344, 0.522850, 0.292275 }, { 0.953428, 0.527960, 0.288883 }, { 0.955470, 0.533093, 0.285490 }, { 0.957469, 0.538250, 0.282096 }, { 0.959424, 0.543431, 0.278701 }, { 0.961336, 0.548636, 0.275305 }, { 0.963203, 0.553865, 0.271909 }, { 0.965024, 0.559118, 0.268513 }, { 0.966798, 0.564396, 0.265118 }, { 0.968526, 0.569700, 0.261721 }, { 0.970205, 0.575028, 0.258325 }, { 0.971835, 0.580382, 0.254931 }, { 0.973416, 0.585761, 0.251540 }, { 0.974947, 0.591165, 0.248151 }, { 0.976428, 0.596595, 0.244767 }, { 0.977856, 0.602051, 0.241387 }, { 0.979233, 0.607532, 0.238013 }, { 0.980556, 0.613039, 0.234646 }, { 0.981826, 0.618572, 0.231287 }, { 0.983041, 0.624131, 0.227937 }, { 0.984199, 0.629718, 0.224595 }, { 0.985301, 0.635330, 0.221265 }, { 0.986345, 0.640969, 0.217948 }, { 0.987332, 0.646633, 0.214648 }, { 0.988260, 0.652325, 0.211364 }, { 0.989128, 0.658043, 0.208100 }, { 0.989935, 0.663787, 0.204859 }, { 0.990681, 0.669558, 0.201642 }, { 0.991365, 0.675355, 0.198453 }, { 0.991985, 0.681179, 0.195295 }, { 0.992541, 0.687030, 0.192170 }, { 0.993032, 0.692907, 0.189084 }, { 0.993456, 0.698810, 0.186041 }, { 0.993814, 0.704741, 0.183043 }, { 0.994103, 0.710698, 0.180097 }, { 0.994324, 0.716681, 0.177208 }, { 0.994474, 0.722691, 0.174381 }, { 0.994553, 0.728728, 0.171622 }, { 0.994561, 0.734791, 0.168938 }, { 0.994495, 0.740880, 0.166335 }, { 0.994355, 0.746995, 0.163821 }, { 0.994141, 0.753137, 0.161404 }, { 0.993851, 0.759304, 0.159092 }, { 0.993482, 0.765499, 0.156891 }, { 0.993033, 0.771720, 0.154808 }, { 0.992505, 0.777967, 0.152855 }, { 0.991897, 0.784239, 0.151042 }, { 0.991209, 0.790537, 0.149377 }, { 0.990439, 0.796859, 0.147870 }, { 0.989587, 0.803205, 0.146529 }, { 0.988648, 0.809579, 0.145357 }, { 0.987621, 0.815978, 0.144363 }, { 0.986509, 0.822401, 0.143557 }, { 0.985314, 0.828846, 0.142945 }, { 0.984031, 0.835315, 0.142528 }, { 0.982653, 0.841812, 0.142303 }, { 0.981190, 0.848329, 0.142279 }, { 0.979644, 0.854866, 0.142453 }, { 0.977995, 0.861432, 0.142808 }, { 0.976265, 0.868016, 0.143351 }, { 0.974443, 0.874622, 0.144061 }, { 0.972530, 0.881250, 0.144923 }, { 0.970533, 0.887896, 0.145919 }, { 0.968443, 0.894564, 0.147014 }, { 0.966271, 0.901249, 0.148180 }, { 0.964021, 0.907950, 0.149370 }, { 0.961681, 0.914672, 0.150520 }, { 0.959276, 0.921407, 0.151566 }, { 0.956808, 0.928152, 0.152409 }, { 0.954287, 0.934908, 0.152921 }, { 0.951726, 0.941671, 0.152925 }, { 0.949151, 0.948435, 0.152178 }, { 0.946602, 0.955190, 0.150328 }, { 0.944152, 0.961916, 0.146861 }, { 0.941896, 0.968590, 0.140956 }, { 0.940015, 0.975158, 0.131326 } }; return internal::CalcLerp(x, data); } inline Color GetViridisColor(double x) { constexpr Color data[] = { { 0.267004, 0.004874, 0.329415 }, { 0.268510, 0.009605, 0.335427 }, { 0.269944, 0.014625, 0.341379 }, { 0.271305, 0.019942, 0.347269 }, { 0.272594, 0.025563, 0.353093 }, { 0.273809, 0.031497, 0.358853 }, { 0.274952, 0.037752, 0.364543 }, { 0.276022, 0.044167, 0.370164 }, { 0.277018, 0.050344, 0.375715 }, { 0.277941, 0.056324, 0.381191 }, { 0.278791, 0.062145, 0.386592 }, { 0.279566, 0.067836, 0.391917 }, { 0.280267, 0.073417, 0.397163 }, { 0.280894, 0.078907, 0.402329 }, { 0.281446, 0.084320, 0.407414 }, { 0.281924, 0.089666, 0.412415 }, { 0.282327, 0.094955, 0.417331 }, { 0.282656, 0.100196, 0.422160 }, { 0.282910, 0.105393, 0.426902 }, { 0.283091, 0.110553, 0.431554 }, { 0.283197, 0.115680, 0.436115 }, { 0.283229, 0.120777, 0.440584 }, { 0.283187, 0.125848, 0.444960 }, { 0.283072, 0.130895, 0.449241 }, { 0.282884, 0.135920, 0.453427 }, { 0.282623, 0.140926, 0.457517 }, { 0.282290, 0.145912, 0.461510 }, { 0.281887, 0.150881, 0.465405 }, { 0.281412, 0.155834, 0.469201 }, { 0.280868, 0.160771, 0.472899 }, { 0.280255, 0.165693, 0.476498 }, { 0.279574, 0.170599, 0.479997 }, { 0.278826, 0.175490, 0.483397 }, { 0.278012, 0.180367, 0.486697 }, { 0.277134, 0.185228, 0.489898 }, { 0.276194, 0.190074, 0.493001 }, { 0.275191, 0.194905, 0.496005 }, { 0.274128, 0.199721, 0.498911 }, { 0.273006, 0.204520, 0.501721 }, { 0.271828, 0.209303, 0.504434 }, { 0.270595, 0.214069, 0.507052 }, { 0.269308, 0.218818, 0.509577 }, { 0.267968, 0.223549, 0.512008 }, { 0.266580, 0.228262, 0.514349 }, { 0.265145, 0.232956, 0.516599 }, { 0.263663, 0.237631, 0.518762 }, { 0.262138, 0.242286, 0.520837 }, { 0.260571, 0.246922, 0.522828 }, { 0.258965, 0.251537, 0.524736 }, { 0.257322, 0.256130, 0.526563 }, { 0.255645, 0.260703, 0.528312 }, { 0.253935, 0.265254, 0.529983 }, { 0.252194, 0.269783, 0.531579 }, { 0.250425, 0.274290, 0.533103 }, { 0.248629, 0.278775, 0.534556 }, { 0.246811, 0.283237, 0.535941 }, { 0.244972, 0.287675, 0.537260 }, { 0.243113, 0.292092, 0.538516 }, { 0.241237, 0.296485, 0.539709 }, { 0.239346, 0.300855, 0.540844 }, { 0.237441, 0.305202, 0.541921 }, { 0.235526, 0.309527, 0.542944 }, { 0.233603, 0.313828, 0.543914 }, { 0.231674, 0.318106, 0.544834 }, { 0.229739, 0.322361, 0.545706 }, { 0.227802, 0.326594, 0.546532 }, { 0.225863, 0.330805, 0.547314 }, { 0.223925, 0.334994, 0.548053 }, { 0.221989, 0.339161, 0.548752 }, { 0.220057, 0.343307, 0.549413 }, { 0.218130, 0.347432, 0.550038 }, { 0.216210, 0.351535, 0.550627 }, { 0.214298, 0.355619, 0.551184 }, { 0.212395, 0.359683, 0.551710 }, { 0.210503, 0.363727, 0.552206 }, { 0.208623, 0.367752, 0.552675 }, { 0.206756, 0.371758, 0.553117 }, { 0.204903, 0.375746, 0.553533 }, { 0.203063, 0.379716, 0.553925 }, { 0.201239, 0.383670, 0.554294 }, { 0.199430, 0.387607, 0.554642 }, { 0.197636, 0.391528, 0.554969 }, { 0.195860, 0.395433, 0.555276 }, { 0.194100, 0.399323, 0.555565 }, { 0.192357, 0.403199, 0.555836 }, { 0.190631, 0.407061, 0.556089 }, { 0.188923, 0.410910, 0.556326 }, { 0.187231, 0.414746, 0.556547 }, { 0.185556, 0.418570, 0.556753 }, { 0.183898, 0.422383, 0.556944 }, { 0.182256, 0.426184, 0.557120 }, { 0.180629, 0.429975, 0.557282 }, { 0.179019, 0.433756, 0.557430 }, { 0.177423, 0.437527, 0.557565 }, { 0.175841, 0.441290, 0.557685 }, { 0.174274, 0.445044, 0.557792 }, { 0.172719, 0.448791, 0.557885 }, { 0.171176, 0.452530, 0.557965 }, { 0.169646, 0.456262, 0.558030 }, { 0.168126, 0.459988, 0.558082 }, { 0.166617, 0.463708, 0.558119 }, { 0.165117, 0.467423, 0.558141 }, { 0.163625, 0.471133, 0.558148 }, { 0.162142, 0.474838, 0.558140 }, { 0.160665, 0.478540, 0.558115 }, { 0.159194, 0.482237, 0.558073 }, { 0.157729, 0.485932, 0.558013 }, { 0.156270, 0.489624, 0.557936 }, { 0.154815, 0.493313, 0.557840 }, { 0.153364, 0.497000, 0.557724 }, { 0.151918, 0.500685, 0.557587 }, { 0.150476, 0.504369, 0.557430 }, { 0.149039, 0.508051, 0.557250 }, { 0.147607, 0.511733, 0.557049 }, { 0.146180, 0.515413, 0.556823 }, { 0.144759, 0.519093, 0.556572 }, { 0.143343, 0.522773, 0.556295 }, { 0.141935, 0.526453, 0.555991 }, { 0.140536, 0.530132, 0.555659 }, { 0.139147, 0.533812, 0.555298 }, { 0.137770, 0.537492, 0.554906 }, { 0.136408, 0.541173, 0.554483 }, { 0.135066, 0.544853, 0.554029 }, { 0.133743, 0.548535, 0.553541 }, { 0.132444, 0.552216, 0.553018 }, { 0.131172, 0.555899, 0.552459 }, { 0.129933, 0.559582, 0.551864 }, { 0.128729, 0.563265, 0.551229 }, { 0.127568, 0.566949, 0.550556 }, { 0.126453, 0.570633, 0.549841 }, { 0.125394, 0.574318, 0.549086 }, { 0.124395, 0.578002, 0.548287 }, { 0.123463, 0.581687, 0.547445 }, { 0.122606, 0.585371, 0.546557 }, { 0.121831, 0.589055, 0.545623 }, { 0.121148, 0.592739, 0.544641 }, { 0.120565, 0.596422, 0.543611 }, { 0.120092, 0.600104, 0.542530 }, { 0.119738, 0.603785, 0.541400 }, { 0.119512, 0.607464, 0.540218 }, { 0.119423, 0.611141, 0.538982 }, { 0.119483, 0.614817, 0.537692 }, { 0.119699, 0.618490, 0.536347 }, { 0.120081, 0.622161, 0.534946 }, { 0.120638, 0.625828, 0.533488 }, { 0.121380, 0.629492, 0.531973 }, { 0.122312, 0.633153, 0.530398 }, { 0.123444, 0.636809, 0.528763 }, { 0.124780, 0.640461, 0.527068 }, { 0.126326, 0.644107, 0.525311 }, { 0.128087, 0.647749, 0.523491 }, { 0.130067, 0.651384, 0.521608 }, { 0.132268, 0.655014, 0.519661 }, { 0.134692, 0.658636, 0.517649 }, { 0.137339, 0.662252, 0.515571 }, { 0.140210, 0.665859, 0.513427 }, { 0.143303, 0.669459, 0.511215 }, { 0.146616, 0.673050, 0.508936 }, { 0.150148, 0.676631, 0.506589 }, { 0.153894, 0.680203, 0.504172 }, { 0.157851, 0.683765, 0.501686 }, { 0.162016, 0.687316, 0.499129 }, { 0.166383, 0.690856, 0.496502 }, { 0.170948, 0.694384, 0.493803 }, { 0.175707, 0.697900, 0.491033 }, { 0.180653, 0.701402, 0.488189 }, { 0.185783, 0.704891, 0.485273 }, { 0.191090, 0.708366, 0.482284 }, { 0.196571, 0.711827, 0.479221 }, { 0.202219, 0.715272, 0.476084 }, { 0.208030, 0.718701, 0.472873 }, { 0.214000, 0.722114, 0.469588 }, { 0.220124, 0.725509, 0.466226 }, { 0.226397, 0.728888, 0.462789 }, { 0.232815, 0.732247, 0.459277 }, { 0.239374, 0.735588, 0.455688 }, { 0.246070, 0.738910, 0.452024 }, { 0.252899, 0.742211, 0.448284 }, { 0.259857, 0.745492, 0.444467 }, { 0.266941, 0.748751, 0.440573 }, { 0.274149, 0.751988, 0.436601 }, { 0.281477, 0.755203, 0.432552 }, { 0.288921, 0.758394, 0.428426 }, { 0.296479, 0.761561, 0.424223 }, { 0.304148, 0.764704, 0.419943 }, { 0.311925, 0.767822, 0.415586 }, { 0.319809, 0.770914, 0.411152 }, { 0.327796, 0.773980, 0.406640 }, { 0.335885, 0.777018, 0.402049 }, { 0.344074, 0.780029, 0.397381 }, { 0.352360, 0.783011, 0.392636 }, { 0.360741, 0.785964, 0.387814 }, { 0.369214, 0.788888, 0.382914 }, { 0.377779, 0.791781, 0.377939 }, { 0.386433, 0.794644, 0.372886 }, { 0.395174, 0.797475, 0.367757 }, { 0.404001, 0.800275, 0.362552 }, { 0.412913, 0.803041, 0.357269 }, { 0.421908, 0.805774, 0.351910 }, { 0.430983, 0.808473, 0.346476 }, { 0.440137, 0.811138, 0.340967 }, { 0.449368, 0.813768, 0.335384 }, { 0.458674, 0.816363, 0.329727 }, { 0.468053, 0.818921, 0.323998 }, { 0.477504, 0.821444, 0.318195 }, { 0.487026, 0.823929, 0.312321 }, { 0.496615, 0.826376, 0.306377 }, { 0.506271, 0.828786, 0.300362 }, { 0.515992, 0.831158, 0.294279 }, { 0.525776, 0.833491, 0.288127 }, { 0.535621, 0.835785, 0.281908 }, { 0.545524, 0.838039, 0.275626 }, { 0.555484, 0.840254, 0.269281 }, { 0.565498, 0.842430, 0.262877 }, { 0.575563, 0.844566, 0.256415 }, { 0.585678, 0.846661, 0.249897 }, { 0.595839, 0.848717, 0.243329 }, { 0.606045, 0.850733, 0.236712 }, { 0.616293, 0.852709, 0.230052 }, { 0.626579, 0.854645, 0.223353 }, { 0.636902, 0.856542, 0.216620 }, { 0.647257, 0.858400, 0.209861 }, { 0.657642, 0.860219, 0.203082 }, { 0.668054, 0.861999, 0.196293 }, { 0.678489, 0.863742, 0.189503 }, { 0.688944, 0.865448, 0.182725 }, { 0.699415, 0.867117, 0.175971 }, { 0.709898, 0.868751, 0.169257 }, { 0.720391, 0.870350, 0.162603 }, { 0.730889, 0.871916, 0.156029 }, { 0.741388, 0.873449, 0.149561 }, { 0.751884, 0.874951, 0.143228 }, { 0.762373, 0.876424, 0.137064 }, { 0.772852, 0.877868, 0.131109 }, { 0.783315, 0.879285, 0.125405 }, { 0.793760, 0.880678, 0.120005 }, { 0.804182, 0.882046, 0.114965 }, { 0.814576, 0.883393, 0.110347 }, { 0.824940, 0.884720, 0.106217 }, { 0.835270, 0.886029, 0.102646 }, { 0.845561, 0.887322, 0.099702 }, { 0.855810, 0.888601, 0.097452 }, { 0.866013, 0.889868, 0.095953 }, { 0.876168, 0.891125, 0.095250 }, { 0.886271, 0.892374, 0.095374 }, { 0.896320, 0.893616, 0.096335 }, { 0.906311, 0.894855, 0.098125 }, { 0.916242, 0.896091, 0.100717 }, { 0.926106, 0.897330, 0.104071 }, { 0.935904, 0.898570, 0.108131 }, { 0.945636, 0.899815, 0.112838 }, { 0.955300, 0.901065, 0.118128 }, { 0.964894, 0.902323, 0.123941 }, { 0.974417, 0.903590, 0.130215 }, { 0.983868, 0.904867, 0.136897 }, { 0.993248, 0.906157, 0.143936 } }; return internal::CalcLerp(x, data); } inline Color GetCividisColor(double x) { constexpr Color data[] = { { 0.0000, 0.1262, 0.3015 }, { 0.0000, 0.1292, 0.3077 }, { 0.0000, 0.1321, 0.3142 }, { 0.0000, 0.1350, 0.3205 }, { 0.0000, 0.1379, 0.3269 }, { 0.0000, 0.1408, 0.3334 }, { 0.0000, 0.1437, 0.3400 }, { 0.0000, 0.1465, 0.3467 }, { 0.0000, 0.1492, 0.3537 }, { 0.0000, 0.1519, 0.3606 }, { 0.0000, 0.1546, 0.3676 }, { 0.0000, 0.1574, 0.3746 }, { 0.0000, 0.1601, 0.3817 }, { 0.0000, 0.1629, 0.3888 }, { 0.0000, 0.1657, 0.3960 }, { 0.0000, 0.1685, 0.4031 }, { 0.0000, 0.1714, 0.4102 }, { 0.0000, 0.1743, 0.4172 }, { 0.0000, 0.1773, 0.4241 }, { 0.0000, 0.1798, 0.4307 }, { 0.0000, 0.1817, 0.4347 }, { 0.0000, 0.1834, 0.4363 }, { 0.0000, 0.1852, 0.4368 }, { 0.0000, 0.1872, 0.4368 }, { 0.0000, 0.1901, 0.4365 }, { 0.0000, 0.1930, 0.4361 }, { 0.0000, 0.1958, 0.4356 }, { 0.0000, 0.1987, 0.4349 }, { 0.0000, 0.2015, 0.4343 }, { 0.0000, 0.2044, 0.4336 }, { 0.0000, 0.2073, 0.4329 }, { 0.0055, 0.2101, 0.4322 }, { 0.0236, 0.2130, 0.4314 }, { 0.0416, 0.2158, 0.4308 }, { 0.0576, 0.2187, 0.4301 }, { 0.0710, 0.2215, 0.4293 }, { 0.0827, 0.2244, 0.4287 }, { 0.0932, 0.2272, 0.4280 }, { 0.1030, 0.2300, 0.4274 }, { 0.1120, 0.2329, 0.4268 }, { 0.1204, 0.2357, 0.4262 }, { 0.1283, 0.2385, 0.4256 }, { 0.1359, 0.2414, 0.4251 }, { 0.1431, 0.2442, 0.4245 }, { 0.1500, 0.2470, 0.4241 }, { 0.1566, 0.2498, 0.4236 }, { 0.1630, 0.2526, 0.4232 }, { 0.1692, 0.2555, 0.4228 }, { 0.1752, 0.2583, 0.4224 }, { 0.1811, 0.2611, 0.4220 }, { 0.1868, 0.2639, 0.4217 }, { 0.1923, 0.2667, 0.4214 }, { 0.1977, 0.2695, 0.4212 }, { 0.2030, 0.2723, 0.4209 }, { 0.2082, 0.2751, 0.4207 }, { 0.2133, 0.2780, 0.4205 }, { 0.2183, 0.2808, 0.4204 }, { 0.2232, 0.2836, 0.4203 }, { 0.2281, 0.2864, 0.4202 }, { 0.2328, 0.2892, 0.4201 }, { 0.2375, 0.2920, 0.4200 }, { 0.2421, 0.2948, 0.4200 }, { 0.2466, 0.2976, 0.4200 }, { 0.2511, 0.3004, 0.4201 }, { 0.2556, 0.3032, 0.4201 }, { 0.2599, 0.3060, 0.4202 }, { 0.2643, 0.3088, 0.4203 }, { 0.2686, 0.3116, 0.4205 }, { 0.2728, 0.3144, 0.4206 }, { 0.2770, 0.3172, 0.4208 }, { 0.2811, 0.3200, 0.4210 }, { 0.2853, 0.3228, 0.4212 }, { 0.2894, 0.3256, 0.4215 }, { 0.2934, 0.3284, 0.4218 }, { 0.2974, 0.3312, 0.4221 }, { 0.3014, 0.3340, 0.4224 }, { 0.3054, 0.3368, 0.4227 }, { 0.3093, 0.3396, 0.4231 }, { 0.3132, 0.3424, 0.4236 }, { 0.3170, 0.3453, 0.4240 }, { 0.3209, 0.3481, 0.4244 }, { 0.3247, 0.3509, 0.4249 }, { 0.3285, 0.3537, 0.4254 }, { 0.3323, 0.3565, 0.4259 }, { 0.3361, 0.3593, 0.4264 }, { 0.3398, 0.3622, 0.4270 }, { 0.3435, 0.3650, 0.4276 }, { 0.3472, 0.3678, 0.4282 }, { 0.3509, 0.3706, 0.4288 }, { 0.3546, 0.3734, 0.4294 }, { 0.3582, 0.3763, 0.4302 }, { 0.3619, 0.3791, 0.4308 }, { 0.3655, 0.3819, 0.4316 }, { 0.3691, 0.3848, 0.4322 }, { 0.3727, 0.3876, 0.4331 }, { 0.3763, 0.3904, 0.4338 }, { 0.3798, 0.3933, 0.4346 }, { 0.3834, 0.3961, 0.4355 }, { 0.3869, 0.3990, 0.4364 }, { 0.3905, 0.4018, 0.4372 }, { 0.3940, 0.4047, 0.4381 }, { 0.3975, 0.4075, 0.4390 }, { 0.4010, 0.4104, 0.4400 }, { 0.4045, 0.4132, 0.4409 }, { 0.4080, 0.4161, 0.4419 }, { 0.4114, 0.4189, 0.4430 }, { 0.4149, 0.4218, 0.4440 }, { 0.4183, 0.4247, 0.4450 }, { 0.4218, 0.4275, 0.4462 }, { 0.4252, 0.4304, 0.4473 }, { 0.4286, 0.4333, 0.4485 }, { 0.4320, 0.4362, 0.4496 }, { 0.4354, 0.4390, 0.4508 }, { 0.4388, 0.4419, 0.4521 }, { 0.4422, 0.4448, 0.4534 }, { 0.4456, 0.4477, 0.4547 }, { 0.4489, 0.4506, 0.4561 }, { 0.4523, 0.4535, 0.4575 }, { 0.4556, 0.4564, 0.4589 }, { 0.4589, 0.4593, 0.4604 }, { 0.4622, 0.4622, 0.4620 }, { 0.4656, 0.4651, 0.4635 }, { 0.4689, 0.4680, 0.4650 }, { 0.4722, 0.4709, 0.4665 }, { 0.4756, 0.4738, 0.4679 }, { 0.4790, 0.4767, 0.4691 }, { 0.4825, 0.4797, 0.4701 }, { 0.4861, 0.4826, 0.4707 }, { 0.4897, 0.4856, 0.4714 }, { 0.4934, 0.4886, 0.4719 }, { 0.4971, 0.4915, 0.4723 }, { 0.5008, 0.4945, 0.4727 }, { 0.5045, 0.4975, 0.4730 }, { 0.5083, 0.5005, 0.4732 }, { 0.5121, 0.5035, 0.4734 }, { 0.5158, 0.5065, 0.4736 }, { 0.5196, 0.5095, 0.4737 }, { 0.5234, 0.5125, 0.4738 }, { 0.5272, 0.5155, 0.4739 }, { 0.5310, 0.5186, 0.4739 }, { 0.5349, 0.5216, 0.4738 }, { 0.5387, 0.5246, 0.4739 }, { 0.5425, 0.5277, 0.4738 }, { 0.5464, 0.5307, 0.4736 }, { 0.5502, 0.5338, 0.4735 }, { 0.5541, 0.5368, 0.4733 }, { 0.5579, 0.5399, 0.4732 }, { 0.5618, 0.5430, 0.4729 }, { 0.5657, 0.5461, 0.4727 }, { 0.5696, 0.5491, 0.4723 }, { 0.5735, 0.5522, 0.4720 }, { 0.5774, 0.5553, 0.4717 }, { 0.5813, 0.5584, 0.4714 }, { 0.5852, 0.5615, 0.4709 }, { 0.5892, 0.5646, 0.4705 }, { 0.5931, 0.5678, 0.4701 }, { 0.5970, 0.5709, 0.4696 }, { 0.6010, 0.5740, 0.4691 }, { 0.6050, 0.5772, 0.4685 }, { 0.6089, 0.5803, 0.4680 }, { 0.6129, 0.5835, 0.4673 }, { 0.6168, 0.5866, 0.4668 }, { 0.6208, 0.5898, 0.4662 }, { 0.6248, 0.5929, 0.4655 }, { 0.6288, 0.5961, 0.4649 }, { 0.6328, 0.5993, 0.4641 }, { 0.6368, 0.6025, 0.4632 }, { 0.6408, 0.6057, 0.4625 }, { 0.6449, 0.6089, 0.4617 }, { 0.6489, 0.6121, 0.4609 }, { 0.6529, 0.6153, 0.4600 }, { 0.6570, 0.6185, 0.4591 }, { 0.6610, 0.6217, 0.4583 }, { 0.6651, 0.6250, 0.4573 }, { 0.6691, 0.6282, 0.4562 }, { 0.6732, 0.6315, 0.4553 }, { 0.6773, 0.6347, 0.4543 }, { 0.6813, 0.6380, 0.4532 }, { 0.6854, 0.6412, 0.4521 }, { 0.6895, 0.6445, 0.4511 }, { 0.6936, 0.6478, 0.4499 }, { 0.6977, 0.6511, 0.4487 }, { 0.7018, 0.6544, 0.4475 }, { 0.7060, 0.6577, 0.4463 }, { 0.7101, 0.6610, 0.4450 }, { 0.7142, 0.6643, 0.4437 }, { 0.7184, 0.6676, 0.4424 }, { 0.7225, 0.6710, 0.4409 }, { 0.7267, 0.6743, 0.4396 }, { 0.7308, 0.6776, 0.4382 }, { 0.7350, 0.6810, 0.4368 }, { 0.7392, 0.6844, 0.4352 }, { 0.7434, 0.6877, 0.4338 }, { 0.7476, 0.6911, 0.4322 }, { 0.7518, 0.6945, 0.4307 }, { 0.7560, 0.6979, 0.4290 }, { 0.7602, 0.7013, 0.4273 }, { 0.7644, 0.7047, 0.4258 }, { 0.7686, 0.7081, 0.4241 }, { 0.7729, 0.7115, 0.4223 }, { 0.7771, 0.7150, 0.4205 }, { 0.7814, 0.7184, 0.4188 }, { 0.7856, 0.7218, 0.4168 }, { 0.7899, 0.7253, 0.4150 }, { 0.7942, 0.7288, 0.4129 }, { 0.7985, 0.7322, 0.4111 }, { 0.8027, 0.7357, 0.4090 }, { 0.8070, 0.7392, 0.4070 }, { 0.8114, 0.7427, 0.4049 }, { 0.8157, 0.7462, 0.4028 }, { 0.8200, 0.7497, 0.4007 }, { 0.8243, 0.7532, 0.3984 }, { 0.8287, 0.7568, 0.3961 }, { 0.8330, 0.7603, 0.3938 }, { 0.8374, 0.7639, 0.3915 }, { 0.8417, 0.7674, 0.3892 }, { 0.8461, 0.7710, 0.3869 }, { 0.8505, 0.7745, 0.3843 }, { 0.8548, 0.7781, 0.3818 }, { 0.8592, 0.7817, 0.3793 }, { 0.8636, 0.7853, 0.3766 }, { 0.8681, 0.7889, 0.3739 }, { 0.8725, 0.7926, 0.3712 }, { 0.8769, 0.7962, 0.3684 }, { 0.8813, 0.7998, 0.3657 }, { 0.8858, 0.8035, 0.3627 }, { 0.8902, 0.8071, 0.3599 }, { 0.8947, 0.8108, 0.3569 }, { 0.8992, 0.8145, 0.3538 }, { 0.9037, 0.8182, 0.3507 }, { 0.9082, 0.8219, 0.3474 }, { 0.9127, 0.8256, 0.3442 }, { 0.9172, 0.8293, 0.3409 }, { 0.9217, 0.8330, 0.3374 }, { 0.9262, 0.8367, 0.3340 }, { 0.9308, 0.8405, 0.3306 }, { 0.9353, 0.8442, 0.3268 }, { 0.9399, 0.8480, 0.3232 }, { 0.9444, 0.8518, 0.3195 }, { 0.9490, 0.8556, 0.3155 }, { 0.9536, 0.8593, 0.3116 }, { 0.9582, 0.8632, 0.3076 }, { 0.9628, 0.8670, 0.3034 }, { 0.9674, 0.8708, 0.2990 }, { 0.9721, 0.8746, 0.2947 }, { 0.9767, 0.8785, 0.2901 }, { 0.9814, 0.8823, 0.2856 }, { 0.9860, 0.8862, 0.2807 }, { 0.9907, 0.8901, 0.2759 }, { 0.9954, 0.8940, 0.2708 }, { 1.0000, 0.8979, 0.2655 }, { 1.0000, 0.9018, 0.2600 }, { 1.0000, 0.9057, 0.2593 }, { 1.0000, 0.9094, 0.2634 }, { 1.0000, 0.9131, 0.2680 }, { 1.0000, 0.9169, 0.2731 } }; return internal::CalcLerp(x, data); } inline Color GetGithubColor(double x) { constexpr Color data[] = { { 0.933333, 0.933333, 0.933333 }, { 0.776470, 0.894117, 0.545098 }, { 0.482352, 0.788235, 0.435294 }, { 0.137254, 0.603921, 0.231372 }, { 0.098039, 0.380392, 0.152941 } }; return internal::CalcLerp(x, data); } inline Color GetCubehelixColor(double x) { constexpr Color data[] = { { 0.000000, 0.000000, 0.000000 }, { 0.006716, 0.002119, 0.005970 }, { 0.013252, 0.004287, 0.012162 }, { 0.019599, 0.006514, 0.018563 }, { 0.025748, 0.008803, 0.025162 }, { 0.031691, 0.011164, 0.031946 }, { 0.037421, 0.013600, 0.038902 }, { 0.042932, 0.016118, 0.046016 }, { 0.048217, 0.018724, 0.053275 }, { 0.053271, 0.021423, 0.060666 }, { 0.058090, 0.024220, 0.068173 }, { 0.062670, 0.027119, 0.075781 }, { 0.067008, 0.030126, 0.083478 }, { 0.071101, 0.033243, 0.091246 }, { 0.074947, 0.036475, 0.099072 }, { 0.078546, 0.039824, 0.106939 }, { 0.081898, 0.043295, 0.114834 }, { 0.085002, 0.046889, 0.122740 }, { 0.087860, 0.050609, 0.130643 }, { 0.090474, 0.054457, 0.138527 }, { 0.092845, 0.058434, 0.146378 }, { 0.094978, 0.062542, 0.154180 }, { 0.096875, 0.066781, 0.161918 }, { 0.098542, 0.071152, 0.169579 }, { 0.099984, 0.075655, 0.177147 }, { 0.101205, 0.080290, 0.184609 }, { 0.102212, 0.085055, 0.191951 }, { 0.103013, 0.089951, 0.199159 }, { 0.103615, 0.094975, 0.206221 }, { 0.104025, 0.100126, 0.213124 }, { 0.104252, 0.105403, 0.219855 }, { 0.104305, 0.110801, 0.226402 }, { 0.104194, 0.116320, 0.232755 }, { 0.103929, 0.121956, 0.238903 }, { 0.103519, 0.127705, 0.244834 }, { 0.102976, 0.133564, 0.250541 }, { 0.102310, 0.139529, 0.256012 }, { 0.101534, 0.145596, 0.261240 }, { 0.100659, 0.151759, 0.266217 }, { 0.099697, 0.158016, 0.270935 }, { 0.098661, 0.164359, 0.275388 }, { 0.097563, 0.170785, 0.279569 }, { 0.096415, 0.177287, 0.283474 }, { 0.095232, 0.183860, 0.287097 }, { 0.094026, 0.190498, 0.290434 }, { 0.092810, 0.197194, 0.293483 }, { 0.091597, 0.203943, 0.296240 }, { 0.090402, 0.210739, 0.298703 }, { 0.089237, 0.217573, 0.300873 }, { 0.088115, 0.224441, 0.302747 }, { 0.087051, 0.231334, 0.304327 }, { 0.086056, 0.238247, 0.305612 }, { 0.085146, 0.245171, 0.306606 }, { 0.084331, 0.252101, 0.307310 }, { 0.083626, 0.259028, 0.307728 }, { 0.083043, 0.265946, 0.307863 }, { 0.082594, 0.272848, 0.307720 }, { 0.082291, 0.279726, 0.307304 }, { 0.082148, 0.286573, 0.306621 }, { 0.082174, 0.293383, 0.305677 }, { 0.082381, 0.300147, 0.304480 }, { 0.082780, 0.306860, 0.303037 }, { 0.083383, 0.313514, 0.301356 }, { 0.084198, 0.320102, 0.299448 }, { 0.085235, 0.326618, 0.297320 }, { 0.086504, 0.333055, 0.294984 }, { 0.088014, 0.339406, 0.292449 }, { 0.089772, 0.345666, 0.289728 }, { 0.091787, 0.351829, 0.286831 }, { 0.094066, 0.357887, 0.283771 }, { 0.096615, 0.363836, 0.280560 }, { 0.099441, 0.369671, 0.277211 }, { 0.102549, 0.375385, 0.273736 }, { 0.105944, 0.380974, 0.270151 }, { 0.109630, 0.386433, 0.266468 }, { 0.113611, 0.391757, 0.262703 }, { 0.117891, 0.396943, 0.258868 }, { 0.122472, 0.401985, 0.254979 }, { 0.127356, 0.406881, 0.251051 }, { 0.132543, 0.411627, 0.247099 }, { 0.138035, 0.416220, 0.243137 }, { 0.143832, 0.420656, 0.239182 }, { 0.149933, 0.424934, 0.235247 }, { 0.156336, 0.429052, 0.231350 }, { 0.163040, 0.433007, 0.227504 }, { 0.170042, 0.436798, 0.223726 }, { 0.177339, 0.440423, 0.220029 }, { 0.184927, 0.443882, 0.216431 }, { 0.192802, 0.447175, 0.212944 }, { 0.200958, 0.450301, 0.209585 }, { 0.209391, 0.453260, 0.206367 }, { 0.218092, 0.456053, 0.203306 }, { 0.227057, 0.458680, 0.200415 }, { 0.236277, 0.461144, 0.197707 }, { 0.245744, 0.463444, 0.195197 }, { 0.255451, 0.465584, 0.192898 }, { 0.265388, 0.467565, 0.190822 }, { 0.275545, 0.469391, 0.188982 }, { 0.285913, 0.471062, 0.187389 }, { 0.296481, 0.472584, 0.186055 }, { 0.307239, 0.473959, 0.184992 }, { 0.318175, 0.475191, 0.184208 }, { 0.329277, 0.476285, 0.183716 }, { 0.340534, 0.477243, 0.183523 }, { 0.351934, 0.478072, 0.183638 }, { 0.363463, 0.478776, 0.184071 }, { 0.375109, 0.479360, 0.184829 }, { 0.386858, 0.479829, 0.185918 }, { 0.398697, 0.480190, 0.187345 }, { 0.410613, 0.480448, 0.189115 }, { 0.422591, 0.480609, 0.191235 }, { 0.434618, 0.480679, 0.193708 }, { 0.446680, 0.480665, 0.196538 }, { 0.458762, 0.480574, 0.199728 }, { 0.470850, 0.480412, 0.203280 }, { 0.482930, 0.480186, 0.207197 }, { 0.494987, 0.479903, 0.211478 }, { 0.507008, 0.479572, 0.216124 }, { 0.518978, 0.479198, 0.221136 }, { 0.530883, 0.478789, 0.226510 }, { 0.542708, 0.478353, 0.232247 }, { 0.554441, 0.477898, 0.238342 }, { 0.566067, 0.477430, 0.244794 }, { 0.577573, 0.476958, 0.251597 }, { 0.588945, 0.476490, 0.258747 }, { 0.600171, 0.476032, 0.266239 }, { 0.611237, 0.475592, 0.274067 }, { 0.622132, 0.475178, 0.282223 }, { 0.632842, 0.474798, 0.290702 }, { 0.643357, 0.474459, 0.299495 }, { 0.653665, 0.474168, 0.308593 }, { 0.663755, 0.473933, 0.317987 }, { 0.673616, 0.473761, 0.327668 }, { 0.683239, 0.473658, 0.337626 }, { 0.692613, 0.473632, 0.347849 }, { 0.701729, 0.473690, 0.358327 }, { 0.710579, 0.473838, 0.369047 }, { 0.719155, 0.474083, 0.379998 }, { 0.727448, 0.474430, 0.391167 }, { 0.735453, 0.474886, 0.402541 }, { 0.743162, 0.475457, 0.414106 }, { 0.750569, 0.476148, 0.425849 }, { 0.757669, 0.476964, 0.437755 }, { 0.764458, 0.477911, 0.449811 }, { 0.770932, 0.478994, 0.462001 }, { 0.777086, 0.480216, 0.474310 }, { 0.782918, 0.481583, 0.486725 }, { 0.788426, 0.483098, 0.499228 }, { 0.793609, 0.484765, 0.511805 }, { 0.798465, 0.486587, 0.524441 }, { 0.802993, 0.488567, 0.537119 }, { 0.807196, 0.490708, 0.549824 }, { 0.811072, 0.493013, 0.562540 }, { 0.814625, 0.495483, 0.575253 }, { 0.817855, 0.498121, 0.587945 }, { 0.820767, 0.500927, 0.600602 }, { 0.823364, 0.503903, 0.613208 }, { 0.825649, 0.507050, 0.625748 }, { 0.827628, 0.510368, 0.638207 }, { 0.829305, 0.513857, 0.650570 }, { 0.830688, 0.517516, 0.662822 }, { 0.831781, 0.521346, 0.674949 }, { 0.832593, 0.525345, 0.686938 }, { 0.833130, 0.529511, 0.698773 }, { 0.833402, 0.533844, 0.710443 }, { 0.833416, 0.538342, 0.721933 }, { 0.833181, 0.543001, 0.733232 }, { 0.832708, 0.547820, 0.744327 }, { 0.832006, 0.552795, 0.755206 }, { 0.831086, 0.557924, 0.765859 }, { 0.829958, 0.563202, 0.776274 }, { 0.828633, 0.568627, 0.786443 }, { 0.827124, 0.574193, 0.796354 }, { 0.825442, 0.579897, 0.805999 }, { 0.823599, 0.585733, 0.815370 }, { 0.821608, 0.591698, 0.824459 }, { 0.819482, 0.597785, 0.833258 }, { 0.817233, 0.603990, 0.841761 }, { 0.814875, 0.610307, 0.849963 }, { 0.812421, 0.616730, 0.857858 }, { 0.809884, 0.623252, 0.865441 }, { 0.807278, 0.629869, 0.872709 }, { 0.804617, 0.636573, 0.879658 }, { 0.801914, 0.643359, 0.886286 }, { 0.799183, 0.650218, 0.892592 }, { 0.796438, 0.657146, 0.898574 }, { 0.793692, 0.664134, 0.904231 }, { 0.790959, 0.671176, 0.909565 }, { 0.788253, 0.678264, 0.914576 }, { 0.785586, 0.685392, 0.919267 }, { 0.782973, 0.692553, 0.923639 }, { 0.780425, 0.699738, 0.927695 }, { 0.777957, 0.706942, 0.931441 }, { 0.775579, 0.714157, 0.934879 }, { 0.773305, 0.721375, 0.938016 }, { 0.771147, 0.728589, 0.940857 }, { 0.769116, 0.735793, 0.943409 }, { 0.767224, 0.742979, 0.945678 }, { 0.765481, 0.750140, 0.947673 }, { 0.763898, 0.757269, 0.949402 }, { 0.762485, 0.764360, 0.950874 }, { 0.761251, 0.771405, 0.952098 }, { 0.760207, 0.778399, 0.953084 }, { 0.759360, 0.785335, 0.953843 }, { 0.758718, 0.792207, 0.954386 }, { 0.758290, 0.799008, 0.954724 }, { 0.758082, 0.805734, 0.954869 }, { 0.758101, 0.812378, 0.954833 }, { 0.758353, 0.818934, 0.954629 }, { 0.758842, 0.825399, 0.954270 }, { 0.759575, 0.831767, 0.953769 }, { 0.760554, 0.838033, 0.953140 }, { 0.761784, 0.844192, 0.952397 }, { 0.763267, 0.850242, 0.951554 }, { 0.765006, 0.856178, 0.950625 }, { 0.767001, 0.861997, 0.949624 }, { 0.769255, 0.867695, 0.948567 }, { 0.771766, 0.873270, 0.947467 }, { 0.774535, 0.878718, 0.946340 }, { 0.777561, 0.884039, 0.945201 }, { 0.780841, 0.889230, 0.944063 }, { 0.784374, 0.894289, 0.942942 }, { 0.788156, 0.899216, 0.941853 }, { 0.792184, 0.904010, 0.940809 }, { 0.796453, 0.908669, 0.939825 }, { 0.800958, 0.913194, 0.938916 }, { 0.805694, 0.917586, 0.938095 }, { 0.810654, 0.921845, 0.937376 }, { 0.815832, 0.925971, 0.936772 }, { 0.821221, 0.929967, 0.936297 }, { 0.826811, 0.933833, 0.935962 }, { 0.832595, 0.937572, 0.935781 }, { 0.838565, 0.941187, 0.935766 }, { 0.844709, 0.944679, 0.935927 }, { 0.851018, 0.948053, 0.936275 }, { 0.857482, 0.951311, 0.936822 }, { 0.864090, 0.954457, 0.937578 }, { 0.870830, 0.957495, 0.938550 }, { 0.877690, 0.960430, 0.939749 }, { 0.884659, 0.963266, 0.941183 }, { 0.891723, 0.966009, 0.942858 }, { 0.898871, 0.968662, 0.944783 }, { 0.906088, 0.971233, 0.946962 }, { 0.913362, 0.973726, 0.949402 }, { 0.920679, 0.976147, 0.952108 }, { 0.928026, 0.978504, 0.955083 }, { 0.935387, 0.980802, 0.958331 }, { 0.942750, 0.983048, 0.961854 }, { 0.950101, 0.985249, 0.965654 }, { 0.957424, 0.987412, 0.969733 }, { 0.964706, 0.989543, 0.974090 }, { 0.971932, 0.991652, 0.978724 }, { 0.979088, 0.993744, 0.983635 }, { 0.986161, 0.995828, 0.988820 }, { 0.993136, 0.997910, 0.994276 }, { 1.000000, 1.000000, 1.000000 } }; return internal::CalcLerp(x, data); } #if defined(TINYCOLORMAP_WITH_QT5) && defined(TINYCOLORMAP_WITH_EIGEN) inline QImage CreateMatrixVisualization(const Eigen::MatrixXd& matrix) { const int w = matrix.cols(); const int h = matrix.rows(); const double max_coeff = matrix.maxCoeff(); const double min_coeff = matrix.minCoeff(); const Eigen::MatrixXd normalized = (1.0 / (max_coeff - min_coeff)) * (matrix - Eigen::MatrixXd::Constant(h, w, min_coeff)); QImage image(w, h, QImage::Format_ARGB32); for (int x = 0; x < w; ++ x) { for (int y = 0; y < h; ++ y) { const QColor color = tinycolormap::GetColor(normalized(y, x)).ConvertToQColor(); image.setPixel(x, y, color.rgb()); } } return image; } inline void ExportMatrixVisualization(const Eigen::MatrixXd& matrix, const std::string& path) { CreateMatrixVisualization(matrix).save(QString::fromStdString(path)); } #endif } #endif
Unknown
3D
hku-mars/ImMesh
src/tools/openGL_libs/glad.h
.h
287,168
5,249
/* OpenGL loader generated by glad 0.1.13a0 on Sun Apr 2 14:54:18 2017. Language/Generator: C/C++ Specification: gl APIs: gl=4.5 Profile: compatibility Extensions: GL_KHR_debug Loader: True Local files: False Omit khrplatform: False Commandline: --profile="compatibility" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_KHR_debug" Online: http://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_KHR_debug */ #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_ #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> #endif #ifndef APIENTRY #define APIENTRY #endif #ifndef APIENTRYP #define APIENTRYP 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 gladLoadGL(void); GLAPI int gladLoadGLLoader(GLADloadproc); #include <stddef.h> #include <KHR/khrplatform.h> #ifndef GLEXT_64_TYPES_DEFINED /* This code block is duplicated in glxext.h, so must be protected */ #define GLEXT_64_TYPES_DEFINED /* Define int32_t, int64_t, and uint64_t types for UST/MSC */ /* (as used in the GL_EXT_timer_query extension). */ #if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L #include <inttypes.h> #elif defined(__sun__) || defined(__digital__) #include <inttypes.h> #if defined(__STDC__) #if defined(__arch64__) || defined(_LP64) typedef long int int64_t; typedef unsigned long int uint64_t; #else typedef long long int int64_t; typedef unsigned long long int uint64_t; #endif /* __arch64__ */ #endif /* __STDC__ */ #elif defined( __VMS ) || defined(__sgi) #include <inttypes.h> #elif defined(__SCO__) || defined(__USLC__) #include <stdint.h> #elif defined(__UNIXOS2__) || defined(__SOL64__) typedef long int int32_t; typedef long long int int64_t; typedef unsigned long long int uint64_t; #elif defined(_WIN32) && defined(__GNUC__) #include <stdint.h> #elif defined(_WIN32) typedef __int32 int32_t; typedef __int64 int64_t; typedef unsigned __int64 uint64_t; #else /* Fallback if nothing above works */ #include <inttypes.h> #endif #endif typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef void GLvoid; typedef signed char GLbyte; typedef short GLshort; typedef int GLint; typedef int GLclampx; typedef unsigned char GLubyte; typedef unsigned short GLushort; typedef unsigned int GLuint; typedef int GLsizei; typedef float GLfloat; typedef float GLclampf; typedef double GLdouble; typedef double GLclampd; typedef void *GLeglImageOES; typedef char GLchar; typedef char GLcharARB; #ifdef __APPLE__ typedef void *GLhandleARB; #else typedef unsigned int GLhandleARB; #endif typedef unsigned short GLhalfARB; typedef unsigned short GLhalf; typedef GLint GLfixed; #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLintptr; #else typedef ptrdiff_t GLintptr; #endif #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLsizeiptr; #else typedef ptrdiff_t GLsizeiptr; #endif typedef int64_t GLint64; typedef uint64_t GLuint64; #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLintptrARB; #else typedef ptrdiff_t GLintptrARB; #endif #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLsizeiptrARB; #else typedef ptrdiff_t GLsizeiptrARB; #endif typedef int64_t GLint64EXT; typedef 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; #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_QUADS 0x0007 #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_COLOR_LOGIC_OP 0x0BF2 #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_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_WIDTH 0x1000 #define GL_TEXTURE_HEIGHT 0x1001 #define GL_TEXTURE_INTERNAL_FORMAT 0x1003 #define GL_TEXTURE_BORDER_COLOR 0x1004 #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_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_DOUBLE 0x140A #define GL_STACK_OVERFLOW 0x0503 #define GL_STACK_UNDERFLOW 0x0504 #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_PROXY_TEXTURE_1D 0x8063 #define GL_PROXY_TEXTURE_2D 0x8064 #define GL_REPEAT 0x2901 #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_CURRENT_BIT 0x00000001 #define GL_POINT_BIT 0x00000002 #define GL_LINE_BIT 0x00000004 #define GL_POLYGON_BIT 0x00000008 #define GL_POLYGON_STIPPLE_BIT 0x00000010 #define GL_PIXEL_MODE_BIT 0x00000020 #define GL_LIGHTING_BIT 0x00000040 #define GL_FOG_BIT 0x00000080 #define GL_ACCUM_BUFFER_BIT 0x00000200 #define GL_VIEWPORT_BIT 0x00000800 #define GL_TRANSFORM_BIT 0x00001000 #define GL_ENABLE_BIT 0x00002000 #define GL_HINT_BIT 0x00008000 #define GL_EVAL_BIT 0x00010000 #define GL_LIST_BIT 0x00020000 #define GL_TEXTURE_BIT 0x00040000 #define GL_SCISSOR_BIT 0x00080000 #define GL_ALL_ATTRIB_BITS 0xFFFFFFFF #define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 #define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 #define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF #define GL_QUAD_STRIP 0x0008 #define GL_POLYGON 0x0009 #define GL_ACCUM 0x0100 #define GL_LOAD 0x0101 #define GL_RETURN 0x0102 #define GL_MULT 0x0103 #define GL_ADD 0x0104 #define GL_AUX0 0x0409 #define GL_AUX1 0x040A #define GL_AUX2 0x040B #define GL_AUX3 0x040C #define GL_2D 0x0600 #define GL_3D 0x0601 #define GL_3D_COLOR 0x0602 #define GL_3D_COLOR_TEXTURE 0x0603 #define GL_4D_COLOR_TEXTURE 0x0604 #define GL_PASS_THROUGH_TOKEN 0x0700 #define GL_POINT_TOKEN 0x0701 #define GL_LINE_TOKEN 0x0702 #define GL_POLYGON_TOKEN 0x0703 #define GL_BITMAP_TOKEN 0x0704 #define GL_DRAW_PIXEL_TOKEN 0x0705 #define GL_COPY_PIXEL_TOKEN 0x0706 #define GL_LINE_RESET_TOKEN 0x0707 #define GL_EXP 0x0800 #define GL_EXP2 0x0801 #define GL_COEFF 0x0A00 #define GL_ORDER 0x0A01 #define GL_DOMAIN 0x0A02 #define GL_PIXEL_MAP_I_TO_I 0x0C70 #define GL_PIXEL_MAP_S_TO_S 0x0C71 #define GL_PIXEL_MAP_I_TO_R 0x0C72 #define GL_PIXEL_MAP_I_TO_G 0x0C73 #define GL_PIXEL_MAP_I_TO_B 0x0C74 #define GL_PIXEL_MAP_I_TO_A 0x0C75 #define GL_PIXEL_MAP_R_TO_R 0x0C76 #define GL_PIXEL_MAP_G_TO_G 0x0C77 #define GL_PIXEL_MAP_B_TO_B 0x0C78 #define GL_PIXEL_MAP_A_TO_A 0x0C79 #define GL_VERTEX_ARRAY_POINTER 0x808E #define GL_NORMAL_ARRAY_POINTER 0x808F #define GL_COLOR_ARRAY_POINTER 0x8090 #define GL_INDEX_ARRAY_POINTER 0x8091 #define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 #define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 #define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 #define GL_SELECTION_BUFFER_POINTER 0x0DF3 #define GL_CURRENT_COLOR 0x0B00 #define GL_CURRENT_INDEX 0x0B01 #define GL_CURRENT_NORMAL 0x0B02 #define GL_CURRENT_TEXTURE_COORDS 0x0B03 #define GL_CURRENT_RASTER_COLOR 0x0B04 #define GL_CURRENT_RASTER_INDEX 0x0B05 #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 #define GL_CURRENT_RASTER_POSITION 0x0B07 #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 #define GL_CURRENT_RASTER_DISTANCE 0x0B09 #define GL_POINT_SMOOTH 0x0B10 #define GL_LINE_STIPPLE 0x0B24 #define GL_LINE_STIPPLE_PATTERN 0x0B25 #define GL_LINE_STIPPLE_REPEAT 0x0B26 #define GL_LIST_MODE 0x0B30 #define GL_MAX_LIST_NESTING 0x0B31 #define GL_LIST_BASE 0x0B32 #define GL_LIST_INDEX 0x0B33 #define GL_POLYGON_STIPPLE 0x0B42 #define GL_EDGE_FLAG 0x0B43 #define GL_LIGHTING 0x0B50 #define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 #define GL_LIGHT_MODEL_AMBIENT 0x0B53 #define GL_SHADE_MODEL 0x0B54 #define GL_COLOR_MATERIAL_FACE 0x0B55 #define GL_COLOR_MATERIAL_PARAMETER 0x0B56 #define GL_COLOR_MATERIAL 0x0B57 #define GL_FOG 0x0B60 #define GL_FOG_INDEX 0x0B61 #define GL_FOG_DENSITY 0x0B62 #define GL_FOG_START 0x0B63 #define GL_FOG_END 0x0B64 #define GL_FOG_MODE 0x0B65 #define GL_FOG_COLOR 0x0B66 #define GL_ACCUM_CLEAR_VALUE 0x0B80 #define GL_MATRIX_MODE 0x0BA0 #define GL_NORMALIZE 0x0BA1 #define GL_MODELVIEW_STACK_DEPTH 0x0BA3 #define GL_PROJECTION_STACK_DEPTH 0x0BA4 #define GL_TEXTURE_STACK_DEPTH 0x0BA5 #define GL_MODELVIEW_MATRIX 0x0BA6 #define GL_PROJECTION_MATRIX 0x0BA7 #define GL_TEXTURE_MATRIX 0x0BA8 #define GL_ATTRIB_STACK_DEPTH 0x0BB0 #define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 #define GL_ALPHA_TEST 0x0BC0 #define GL_ALPHA_TEST_FUNC 0x0BC1 #define GL_ALPHA_TEST_REF 0x0BC2 #define GL_INDEX_LOGIC_OP 0x0BF1 #define GL_LOGIC_OP 0x0BF1 #define GL_AUX_BUFFERS 0x0C00 #define GL_INDEX_CLEAR_VALUE 0x0C20 #define GL_INDEX_WRITEMASK 0x0C21 #define GL_INDEX_MODE 0x0C30 #define GL_RGBA_MODE 0x0C31 #define GL_RENDER_MODE 0x0C40 #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 #define GL_POINT_SMOOTH_HINT 0x0C51 #define GL_FOG_HINT 0x0C54 #define GL_TEXTURE_GEN_S 0x0C60 #define GL_TEXTURE_GEN_T 0x0C61 #define GL_TEXTURE_GEN_R 0x0C62 #define GL_TEXTURE_GEN_Q 0x0C63 #define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 #define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 #define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 #define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 #define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 #define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 #define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 #define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 #define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 #define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 #define GL_MAP_COLOR 0x0D10 #define GL_MAP_STENCIL 0x0D11 #define GL_INDEX_SHIFT 0x0D12 #define GL_INDEX_OFFSET 0x0D13 #define GL_RED_SCALE 0x0D14 #define GL_RED_BIAS 0x0D15 #define GL_ZOOM_X 0x0D16 #define GL_ZOOM_Y 0x0D17 #define GL_GREEN_SCALE 0x0D18 #define GL_GREEN_BIAS 0x0D19 #define GL_BLUE_SCALE 0x0D1A #define GL_BLUE_BIAS 0x0D1B #define GL_ALPHA_SCALE 0x0D1C #define GL_ALPHA_BIAS 0x0D1D #define GL_DEPTH_SCALE 0x0D1E #define GL_DEPTH_BIAS 0x0D1F #define GL_MAX_EVAL_ORDER 0x0D30 #define GL_MAX_LIGHTS 0x0D31 #define GL_MAX_CLIP_PLANES 0x0D32 #define GL_MAX_PIXEL_MAP_TABLE 0x0D34 #define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 #define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 #define GL_MAX_NAME_STACK_DEPTH 0x0D37 #define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B #define GL_INDEX_BITS 0x0D51 #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_ACCUM_RED_BITS 0x0D58 #define GL_ACCUM_GREEN_BITS 0x0D59 #define GL_ACCUM_BLUE_BITS 0x0D5A #define GL_ACCUM_ALPHA_BITS 0x0D5B #define GL_NAME_STACK_DEPTH 0x0D70 #define GL_AUTO_NORMAL 0x0D80 #define GL_MAP1_COLOR_4 0x0D90 #define GL_MAP1_INDEX 0x0D91 #define GL_MAP1_NORMAL 0x0D92 #define GL_MAP1_TEXTURE_COORD_1 0x0D93 #define GL_MAP1_TEXTURE_COORD_2 0x0D94 #define GL_MAP1_TEXTURE_COORD_3 0x0D95 #define GL_MAP1_TEXTURE_COORD_4 0x0D96 #define GL_MAP1_VERTEX_3 0x0D97 #define GL_MAP1_VERTEX_4 0x0D98 #define GL_MAP2_COLOR_4 0x0DB0 #define GL_MAP2_INDEX 0x0DB1 #define GL_MAP2_NORMAL 0x0DB2 #define GL_MAP2_TEXTURE_COORD_1 0x0DB3 #define GL_MAP2_TEXTURE_COORD_2 0x0DB4 #define GL_MAP2_TEXTURE_COORD_3 0x0DB5 #define GL_MAP2_TEXTURE_COORD_4 0x0DB6 #define GL_MAP2_VERTEX_3 0x0DB7 #define GL_MAP2_VERTEX_4 0x0DB8 #define GL_MAP1_GRID_DOMAIN 0x0DD0 #define GL_MAP1_GRID_SEGMENTS 0x0DD1 #define GL_MAP2_GRID_DOMAIN 0x0DD2 #define GL_MAP2_GRID_SEGMENTS 0x0DD3 #define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 #define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 #define GL_SELECTION_BUFFER_SIZE 0x0DF4 #define GL_VERTEX_ARRAY 0x8074 #define GL_NORMAL_ARRAY 0x8075 #define GL_COLOR_ARRAY 0x8076 #define GL_INDEX_ARRAY 0x8077 #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_EDGE_FLAG_ARRAY 0x8079 #define GL_VERTEX_ARRAY_SIZE 0x807A #define GL_VERTEX_ARRAY_TYPE 0x807B #define GL_VERTEX_ARRAY_STRIDE 0x807C #define GL_NORMAL_ARRAY_TYPE 0x807E #define GL_NORMAL_ARRAY_STRIDE 0x807F #define GL_COLOR_ARRAY_SIZE 0x8081 #define GL_COLOR_ARRAY_TYPE 0x8082 #define GL_COLOR_ARRAY_STRIDE 0x8083 #define GL_INDEX_ARRAY_TYPE 0x8085 #define GL_INDEX_ARRAY_STRIDE 0x8086 #define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 #define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 #define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A #define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C #define GL_TEXTURE_COMPONENTS 0x1003 #define GL_TEXTURE_BORDER 0x1005 #define GL_TEXTURE_LUMINANCE_SIZE 0x8060 #define GL_TEXTURE_INTENSITY_SIZE 0x8061 #define GL_TEXTURE_PRIORITY 0x8066 #define GL_TEXTURE_RESIDENT 0x8067 #define GL_AMBIENT 0x1200 #define GL_DIFFUSE 0x1201 #define GL_SPECULAR 0x1202 #define GL_POSITION 0x1203 #define GL_SPOT_DIRECTION 0x1204 #define GL_SPOT_EXPONENT 0x1205 #define GL_SPOT_CUTOFF 0x1206 #define GL_CONSTANT_ATTENUATION 0x1207 #define GL_LINEAR_ATTENUATION 0x1208 #define GL_QUADRATIC_ATTENUATION 0x1209 #define GL_COMPILE 0x1300 #define GL_COMPILE_AND_EXECUTE 0x1301 #define GL_2_BYTES 0x1407 #define GL_3_BYTES 0x1408 #define GL_4_BYTES 0x1409 #define GL_EMISSION 0x1600 #define GL_SHININESS 0x1601 #define GL_AMBIENT_AND_DIFFUSE 0x1602 #define GL_COLOR_INDEXES 0x1603 #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #define GL_COLOR_INDEX 0x1900 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A #define GL_BITMAP 0x1A00 #define GL_RENDER 0x1C00 #define GL_FEEDBACK 0x1C01 #define GL_SELECT 0x1C02 #define GL_FLAT 0x1D00 #define GL_SMOOTH 0x1D01 #define GL_S 0x2000 #define GL_T 0x2001 #define GL_R 0x2002 #define GL_Q 0x2003 #define GL_MODULATE 0x2100 #define GL_DECAL 0x2101 #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_TEXTURE_ENV_COLOR 0x2201 #define GL_TEXTURE_ENV 0x2300 #define GL_EYE_LINEAR 0x2400 #define GL_OBJECT_LINEAR 0x2401 #define GL_SPHERE_MAP 0x2402 #define GL_TEXTURE_GEN_MODE 0x2500 #define GL_OBJECT_PLANE 0x2501 #define GL_EYE_PLANE 0x2502 #define GL_CLAMP 0x2900 #define GL_ALPHA4 0x803B #define GL_ALPHA8 0x803C #define GL_ALPHA12 0x803D #define GL_ALPHA16 0x803E #define GL_LUMINANCE4 0x803F #define GL_LUMINANCE8 0x8040 #define GL_LUMINANCE12 0x8041 #define GL_LUMINANCE16 0x8042 #define GL_LUMINANCE4_ALPHA4 0x8043 #define GL_LUMINANCE6_ALPHA2 0x8044 #define GL_LUMINANCE8_ALPHA8 0x8045 #define GL_LUMINANCE12_ALPHA4 0x8046 #define GL_LUMINANCE12_ALPHA12 0x8047 #define GL_LUMINANCE16_ALPHA16 0x8048 #define GL_INTENSITY 0x8049 #define GL_INTENSITY4 0x804A #define GL_INTENSITY8 0x804B #define GL_INTENSITY12 0x804C #define GL_INTENSITY16 0x804D #define GL_V2F 0x2A20 #define GL_V3F 0x2A21 #define GL_C4UB_V2F 0x2A22 #define GL_C4UB_V3F 0x2A23 #define GL_C3F_V3F 0x2A24 #define GL_N3F_V3F 0x2A25 #define GL_C4F_N3F_V3F 0x2A26 #define GL_T2F_V3F 0x2A27 #define GL_T4F_V4F 0x2A28 #define GL_T2F_C4UB_V3F 0x2A29 #define GL_T2F_C3F_V3F 0x2A2A #define GL_T2F_N3F_V3F 0x2A2B #define GL_T2F_C4F_N3F_V3F 0x2A2C #define GL_T4F_C4F_N3F_V4F 0x2A2D #define GL_CLIP_PLANE0 0x3000 #define GL_CLIP_PLANE1 0x3001 #define GL_CLIP_PLANE2 0x3002 #define GL_CLIP_PLANE3 0x3003 #define GL_CLIP_PLANE4 0x3004 #define GL_CLIP_PLANE5 0x3005 #define GL_LIGHT0 0x4000 #define GL_LIGHT1 0x4001 #define GL_LIGHT2 0x4002 #define GL_LIGHT3 0x4003 #define GL_LIGHT4 0x4004 #define GL_LIGHT5 0x4005 #define GL_LIGHT6 0x4006 #define GL_LIGHT7 0x4007 #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_RESCALE_NORMAL 0x803A #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 #define GL_SINGLE_COLOR 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR 0x81FA #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #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_CLIENT_ACTIVE_TEXTURE 0x84E1 #define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 #define GL_MULTISAMPLE_BIT 0x20000000 #define GL_NORMAL_MAP 0x8511 #define GL_REFLECTION_MAP 0x8512 #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMBINE 0x8570 #define GL_COMBINE_RGB 0x8571 #define GL_COMBINE_ALPHA 0x8572 #define GL_SOURCE0_RGB 0x8580 #define GL_SOURCE1_RGB 0x8581 #define GL_SOURCE2_RGB 0x8582 #define GL_SOURCE0_ALPHA 0x8588 #define GL_SOURCE1_ALPHA 0x8589 #define GL_SOURCE2_ALPHA 0x858A #define GL_OPERAND0_RGB 0x8590 #define GL_OPERAND1_RGB 0x8591 #define GL_OPERAND2_RGB 0x8592 #define GL_OPERAND0_ALPHA 0x8598 #define GL_OPERAND1_ALPHA 0x8599 #define GL_OPERAND2_ALPHA 0x859A #define GL_RGB_SCALE 0x8573 #define GL_ADD_SIGNED 0x8574 #define GL_INTERPOLATE 0x8575 #define GL_SUBTRACT 0x84E7 #define GL_CONSTANT 0x8576 #define GL_PRIMARY_COLOR 0x8577 #define GL_PREVIOUS 0x8578 #define GL_DOT3_RGB 0x86AE #define GL_DOT3_RGBA 0x86AF #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_POINT_SIZE_MIN 0x8126 #define GL_POINT_SIZE_MAX 0x8127 #define GL_POINT_DISTANCE_ATTENUATION 0x8129 #define GL_GENERATE_MIPMAP 0x8191 #define GL_GENERATE_MIPMAP_HINT 0x8192 #define GL_FOG_COORDINATE_SOURCE 0x8450 #define GL_FOG_COORDINATE 0x8451 #define GL_FRAGMENT_DEPTH 0x8452 #define GL_CURRENT_FOG_COORDINATE 0x8453 #define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 #define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 #define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 #define GL_FOG_COORDINATE_ARRAY 0x8457 #define GL_COLOR_SUM 0x8458 #define GL_CURRENT_SECONDARY_COLOR 0x8459 #define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A #define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B #define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D #define GL_SECONDARY_COLOR_ARRAY 0x845E #define GL_TEXTURE_FILTER_CONTROL 0x8500 #define GL_DEPTH_TEXTURE_MODE 0x884B #define GL_COMPARE_R_TO_TEXTURE 0x884E #define GL_FUNC_ADD 0x8006 #define GL_FUNC_SUBTRACT 0x800A #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_MIN 0x8007 #define GL_MAX 0x8008 #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_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_VERTEX_ARRAY_BUFFER_BINDING 0x8896 #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 #define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D #define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E #define GL_FOG_COORD_SRC 0x8450 #define GL_FOG_COORD 0x8451 #define GL_CURRENT_FOG_COORD 0x8453 #define GL_FOG_COORD_ARRAY_TYPE 0x8454 #define GL_FOG_COORD_ARRAY_STRIDE 0x8455 #define GL_FOG_COORD_ARRAY_POINTER 0x8456 #define GL_FOG_COORD_ARRAY 0x8457 #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D #define GL_SRC0_RGB 0x8580 #define GL_SRC1_RGB 0x8581 #define GL_SRC2_RGB 0x8582 #define GL_SRC0_ALPHA 0x8588 #define GL_SRC2_ALPHA 0x858A #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_VERTEX_PROGRAM_TWO_SIDE 0x8643 #define GL_POINT_SPRITE 0x8861 #define GL_COORD_REPLACE 0x8862 #define GL_MAX_TEXTURE_COORDS 0x8871 #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_CURRENT_RASTER_SECONDARY_COLOR 0x845F #define GL_SLUMINANCE_ALPHA 0x8C44 #define GL_SLUMINANCE8_ALPHA8 0x8C45 #define GL_SLUMINANCE 0x8C46 #define GL_SLUMINANCE8 0x8C47 #define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B #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_INDEX 0x8222 #define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 #define GL_TEXTURE_INTENSITY_TYPE 0x8C15 #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_CLAMP_VERTEX_COLOR 0x891A #define GL_CLAMP_FRAGMENT_COLOR 0x891B #define GL_ALPHA_INTEGER 0x8D97 #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 #ifndef GL_INVALID_INDEX #define GL_INVALID_INDEX 0xFFFFFFFF #endif #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 #ifndef GL_TIMEOUT_IGNORED #define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF #endif #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_SAMPLE_SHADING 0x8C36 #define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 #define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E #define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F #define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A #define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B #define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D #define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F #define GL_DRAW_INDIRECT_BUFFER 0x8F3F #define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 #define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F #define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A #define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B #define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C #define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D #define GL_MAX_VERTEX_STREAMS 0x8E71 #define GL_DOUBLE_VEC2 0x8FFC #define GL_DOUBLE_VEC3 0x8FFD #define GL_DOUBLE_VEC4 0x8FFE #define GL_DOUBLE_MAT2 0x8F46 #define GL_DOUBLE_MAT3 0x8F47 #define GL_DOUBLE_MAT4 0x8F48 #define GL_DOUBLE_MAT2x3 0x8F49 #define GL_DOUBLE_MAT2x4 0x8F4A #define GL_DOUBLE_MAT3x2 0x8F4B #define GL_DOUBLE_MAT3x4 0x8F4C #define GL_DOUBLE_MAT4x2 0x8F4D #define GL_DOUBLE_MAT4x3 0x8F4E #define GL_ACTIVE_SUBROUTINES 0x8DE5 #define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 #define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 #define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 #define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 #define GL_MAX_SUBROUTINES 0x8DE7 #define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 #define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A #define GL_COMPATIBLE_SUBROUTINES 0x8E4B #define GL_PATCHES 0x000E #define GL_PATCH_VERTICES 0x8E72 #define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 #define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 #define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 #define GL_TESS_GEN_MODE 0x8E76 #define GL_TESS_GEN_SPACING 0x8E77 #define GL_TESS_GEN_VERTEX_ORDER 0x8E78 #define GL_TESS_GEN_POINT_MODE 0x8E79 #define GL_ISOLINES 0x8E7A #define GL_FRACTIONAL_ODD 0x8E7B #define GL_FRACTIONAL_EVEN 0x8E7C #define GL_MAX_PATCH_VERTICES 0x8E7D #define GL_MAX_TESS_GEN_LEVEL 0x8E7E #define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F #define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 #define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 #define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 #define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 #define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 #define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 #define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 #define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 #define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A #define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C #define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D #define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E #define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 #define GL_TESS_EVALUATION_SHADER 0x8E87 #define GL_TESS_CONTROL_SHADER 0x8E88 #define GL_TRANSFORM_FEEDBACK 0x8E22 #define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 #define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 #define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 #define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 #define GL_FIXED 0x140C #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B #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_SHADER_COMPILER 0x8DFA #define GL_SHADER_BINARY_FORMATS 0x8DF8 #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #define GL_RGB565 0x8D62 #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_VERTEX_SHADER_BIT 0x00000001 #define GL_FRAGMENT_SHADER_BIT 0x00000002 #define GL_GEOMETRY_SHADER_BIT 0x00000004 #define GL_TESS_CONTROL_SHADER_BIT 0x00000008 #define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 #define GL_ALL_SHADER_BITS 0xFFFFFFFF #define GL_PROGRAM_SEPARABLE 0x8258 #define GL_ACTIVE_PROGRAM 0x8259 #define GL_PROGRAM_PIPELINE_BINDING 0x825A #define GL_MAX_VIEWPORTS 0x825B #define GL_VIEWPORT_SUBPIXEL_BITS 0x825C #define GL_VIEWPORT_BOUNDS_RANGE 0x825D #define GL_LAYER_PROVOKING_VERTEX 0x825E #define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F #define GL_UNDEFINED_VERTEX 0x8260 #define GL_COPY_READ_BUFFER_BINDING 0x8F36 #define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 #define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 #define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 #define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 #define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 #define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 #define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A #define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B #define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C #define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D #define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E #define GL_NUM_SAMPLE_COUNTS 0x9380 #define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC #define GL_ATOMIC_COUNTER_BUFFER 0x92C0 #define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 #define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 #define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 #define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB #define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE #define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF #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_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 #define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 #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_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA #define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB #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_MAX_IMAGE_UNITS 0x8F38 #define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 #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_1D 0x904C #define GL_IMAGE_2D 0x904D #define GL_IMAGE_3D 0x904E #define GL_IMAGE_2D_RECT 0x904F #define GL_IMAGE_CUBE 0x9050 #define GL_IMAGE_BUFFER 0x9051 #define GL_IMAGE_1D_ARRAY 0x9052 #define GL_IMAGE_2D_ARRAY 0x9053 #define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 #define GL_IMAGE_2D_MULTISAMPLE 0x9055 #define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 #define GL_INT_IMAGE_1D 0x9057 #define GL_INT_IMAGE_2D 0x9058 #define GL_INT_IMAGE_3D 0x9059 #define GL_INT_IMAGE_2D_RECT 0x905A #define GL_INT_IMAGE_CUBE 0x905B #define GL_INT_IMAGE_BUFFER 0x905C #define GL_INT_IMAGE_1D_ARRAY 0x905D #define GL_INT_IMAGE_2D_ARRAY 0x905E #define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F #define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 #define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 #define GL_UNSIGNED_INT_IMAGE_1D 0x9062 #define GL_UNSIGNED_INT_IMAGE_2D 0x9063 #define GL_UNSIGNED_INT_IMAGE_3D 0x9064 #define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 #define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 #define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 #define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 #define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 #define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C #define GL_MAX_IMAGE_SAMPLES 0x906D #define GL_IMAGE_BINDING_FORMAT 0x906E #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_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA #define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB #define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC #define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD #define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE #define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF #define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F #define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F #define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 #define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E #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_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_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 #define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A #define GL_MAX_ELEMENT_INDEX 0x8D6B #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_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED #define GL_DISPATCH_INDIRECT_BUFFER 0x90EE #define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF #define GL_COMPUTE_SHADER_BIT 0x00000020 #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_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_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_QUERY 0x82E3 #define GL_PROGRAM_PIPELINE 0x82E4 #define GL_SAMPLER 0x82E6 #define GL_MAX_LABEL_LENGTH 0x82E8 #define GL_DEBUG_OUTPUT 0x92E0 #define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 #define GL_MAX_UNIFORM_LOCATIONS 0x826E #define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 #define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 #define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 #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_LAYERS 0x9317 #define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 #define GL_INTERNALFORMAT_SUPPORTED 0x826F #define GL_INTERNALFORMAT_PREFERRED 0x8270 #define GL_INTERNALFORMAT_RED_SIZE 0x8271 #define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 #define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 #define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 #define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 #define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 #define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 #define GL_INTERNALFORMAT_RED_TYPE 0x8278 #define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 #define GL_INTERNALFORMAT_BLUE_TYPE 0x827A #define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B #define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C #define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D #define GL_MAX_WIDTH 0x827E #define GL_MAX_HEIGHT 0x827F #define GL_MAX_DEPTH 0x8280 #define GL_MAX_LAYERS 0x8281 #define GL_MAX_COMBINED_DIMENSIONS 0x8282 #define GL_COLOR_COMPONENTS 0x8283 #define GL_DEPTH_COMPONENTS 0x8284 #define GL_STENCIL_COMPONENTS 0x8285 #define GL_COLOR_RENDERABLE 0x8286 #define GL_DEPTH_RENDERABLE 0x8287 #define GL_STENCIL_RENDERABLE 0x8288 #define GL_FRAMEBUFFER_RENDERABLE 0x8289 #define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A #define GL_FRAMEBUFFER_BLEND 0x828B #define GL_READ_PIXELS 0x828C #define GL_READ_PIXELS_FORMAT 0x828D #define GL_READ_PIXELS_TYPE 0x828E #define GL_TEXTURE_IMAGE_FORMAT 0x828F #define GL_TEXTURE_IMAGE_TYPE 0x8290 #define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 #define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 #define GL_MIPMAP 0x8293 #define GL_MANUAL_GENERATE_MIPMAP 0x8294 #define GL_AUTO_GENERATE_MIPMAP 0x8295 #define GL_COLOR_ENCODING 0x8296 #define GL_SRGB_READ 0x8297 #define GL_SRGB_WRITE 0x8298 #define GL_FILTER 0x829A #define GL_VERTEX_TEXTURE 0x829B #define GL_TESS_CONTROL_TEXTURE 0x829C #define GL_TESS_EVALUATION_TEXTURE 0x829D #define GL_GEOMETRY_TEXTURE 0x829E #define GL_FRAGMENT_TEXTURE 0x829F #define GL_COMPUTE_TEXTURE 0x82A0 #define GL_TEXTURE_SHADOW 0x82A1 #define GL_TEXTURE_GATHER 0x82A2 #define GL_TEXTURE_GATHER_SHADOW 0x82A3 #define GL_SHADER_IMAGE_LOAD 0x82A4 #define GL_SHADER_IMAGE_STORE 0x82A5 #define GL_SHADER_IMAGE_ATOMIC 0x82A6 #define GL_IMAGE_TEXEL_SIZE 0x82A7 #define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 #define GL_IMAGE_PIXEL_FORMAT 0x82A9 #define GL_IMAGE_PIXEL_TYPE 0x82AA #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF #define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 #define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 #define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 #define GL_CLEAR_BUFFER 0x82B4 #define GL_TEXTURE_VIEW 0x82B5 #define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 #define GL_FULL_SUPPORT 0x82B7 #define GL_CAVEAT_SUPPORT 0x82B8 #define GL_IMAGE_CLASS_4_X_32 0x82B9 #define GL_IMAGE_CLASS_2_X_32 0x82BA #define GL_IMAGE_CLASS_1_X_32 0x82BB #define GL_IMAGE_CLASS_4_X_16 0x82BC #define GL_IMAGE_CLASS_2_X_16 0x82BD #define GL_IMAGE_CLASS_1_X_16 0x82BE #define GL_IMAGE_CLASS_4_X_8 0x82BF #define GL_IMAGE_CLASS_2_X_8 0x82C0 #define GL_IMAGE_CLASS_1_X_8 0x82C1 #define GL_IMAGE_CLASS_11_11_10 0x82C2 #define GL_IMAGE_CLASS_10_10_10_2 0x82C3 #define GL_VIEW_CLASS_128_BITS 0x82C4 #define GL_VIEW_CLASS_96_BITS 0x82C5 #define GL_VIEW_CLASS_64_BITS 0x82C6 #define GL_VIEW_CLASS_48_BITS 0x82C7 #define GL_VIEW_CLASS_32_BITS 0x82C8 #define GL_VIEW_CLASS_24_BITS 0x82C9 #define GL_VIEW_CLASS_16_BITS 0x82CA #define GL_VIEW_CLASS_8_BITS 0x82CB #define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC #define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD #define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE #define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF #define GL_VIEW_CLASS_RGTC1_RED 0x82D0 #define GL_VIEW_CLASS_RGTC2_RG 0x82D1 #define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 #define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 #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_VERTEX_SUBROUTINE 0x92E8 #define GL_TESS_CONTROL_SUBROUTINE 0x92E9 #define GL_TESS_EVALUATION_SUBROUTINE 0x92EA #define GL_GEOMETRY_SUBROUTINE 0x92EB #define GL_FRAGMENT_SUBROUTINE 0x92EC #define GL_COMPUTE_SUBROUTINE 0x92ED #define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE #define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF #define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 #define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 #define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 #define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 #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_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 #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_TESS_CONTROL_SHADER 0x9307 #define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 #define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 #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_LOCATION_INDEX 0x930F #define GL_IS_PER_PATCH 0x92E7 #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_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 #define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 #define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 #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_TEXTURE_BUFFER_OFFSET 0x919D #define GL_TEXTURE_BUFFER_SIZE 0x919E #define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F #define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB #define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC #define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD #define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE #define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF #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_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 #define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA #define GL_VERTEX_BINDING_BUFFER 0x8F4F #define GL_DISPLAY_LIST 0x82E7 #define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 #define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 #define GL_TEXTURE_BUFFER_BINDING 0x8C2A #define GL_MAP_PERSISTENT_BIT 0x0040 #define GL_MAP_COHERENT_BIT 0x0080 #define GL_DYNAMIC_STORAGE_BIT 0x0100 #define GL_CLIENT_STORAGE_BIT 0x0200 #define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 #define GL_BUFFER_IMMUTABLE_STORAGE 0x821F #define GL_BUFFER_STORAGE_FLAGS 0x8220 #define GL_CLEAR_TEXTURE 0x9365 #define GL_LOCATION_COMPONENT 0x934A #define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B #define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C #define GL_QUERY_BUFFER 0x9192 #define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 #define GL_QUERY_BUFFER_BINDING 0x9193 #define GL_QUERY_RESULT_NO_WAIT 0x9194 #define GL_MIRROR_CLAMP_TO_EDGE 0x8743 #define GL_CONTEXT_LOST 0x0507 #define GL_NEGATIVE_ONE_TO_ONE 0x935E #define GL_ZERO_TO_ONE 0x935F #define GL_CLIP_ORIGIN 0x935C #define GL_CLIP_DEPTH_MODE 0x935D #define GL_QUERY_WAIT_INVERTED 0x8E17 #define GL_QUERY_NO_WAIT_INVERTED 0x8E18 #define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 #define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A #define GL_MAX_CULL_DISTANCES 0x82F9 #define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA #define GL_TEXTURE_TARGET 0x1006 #define GL_QUERY_TARGET 0x82EA #define GL_GUILTY_CONTEXT_RESET 0x8253 #define GL_INNOCENT_CONTEXT_RESET 0x8254 #define GL_UNKNOWN_CONTEXT_RESET 0x8255 #define GL_RESET_NOTIFICATION_STRATEGY 0x8256 #define GL_LOSE_CONTEXT_ON_RESET 0x8252 #define GL_NO_RESET_NOTIFICATION 0x8261 #define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 #define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB #define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC #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)(); GLAPI PFNGLFINISHPROC glad_glFinish; #define glFinish glad_glFinish typedef void (APIENTRYP PFNGLFLUSHPROC)(); 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 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#define glTexCoord2s glad_glTexCoord2s typedef void (APIENTRYP PFNGLTEXCOORD2SVPROC)(const GLshort *v); GLAPI PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; #define glTexCoord2sv glad_glTexCoord2sv typedef void (APIENTRYP PFNGLTEXCOORD3DPROC)(GLdouble s, GLdouble t, GLdouble r); GLAPI PFNGLTEXCOORD3DPROC glad_glTexCoord3d; #define glTexCoord3d glad_glTexCoord3d typedef void (APIENTRYP PFNGLTEXCOORD3DVPROC)(const GLdouble *v); GLAPI PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; #define glTexCoord3dv glad_glTexCoord3dv typedef void (APIENTRYP PFNGLTEXCOORD3FPROC)(GLfloat s, GLfloat t, GLfloat r); GLAPI PFNGLTEXCOORD3FPROC glad_glTexCoord3f; #define glTexCoord3f glad_glTexCoord3f typedef void (APIENTRYP PFNGLTEXCOORD3FVPROC)(const GLfloat *v); GLAPI PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; #define glTexCoord3fv glad_glTexCoord3fv typedef void (APIENTRYP PFNGLTEXCOORD3IPROC)(GLint s, GLint t, GLint r); GLAPI PFNGLTEXCOORD3IPROC glad_glTexCoord3i; #define glTexCoord3i glad_glTexCoord3i typedef void 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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 typedef void (APIENTRYP PFNGLARRAYELEMENTPROC)(GLint i); GLAPI PFNGLARRAYELEMENTPROC glad_glArrayElement; #define glArrayElement glad_glArrayElement typedef void (APIENTRYP PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLCOLORPOINTERPROC glad_glColorPointer; #define glColorPointer glad_glColorPointer typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC)(GLenum array); GLAPI PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; #define glDisableClientState glad_glDisableClientState typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void *pointer); GLAPI PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; #define glEdgeFlagPointer glad_glEdgeFlagPointer typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC)(GLenum array); GLAPI PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; #define glEnableClientState glad_glEnableClientState typedef void (APIENTRYP PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLINDEXPOINTERPROC glad_glIndexPointer; #define glIndexPointer glad_glIndexPointer typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void *pointer); GLAPI PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; #define glInterleavedArrays glad_glInterleavedArrays typedef void (APIENTRYP PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLNORMALPOINTERPROC glad_glNormalPointer; #define glNormalPointer glad_glNormalPointer typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; #define glTexCoordPointer glad_glTexCoordPointer typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLVERTEXPOINTERPROC glad_glVertexPointer; #define glVertexPointer glad_glVertexPointer typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint *textures, GLboolean *residences); GLAPI PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; #define glAreTexturesResident glad_glAreTexturesResident typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint *textures, const GLfloat *priorities); GLAPI PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; #define glPrioritizeTextures glad_glPrioritizeTextures typedef void (APIENTRYP PFNGLINDEXUBPROC)(GLubyte c); GLAPI PFNGLINDEXUBPROC glad_glIndexub; #define glIndexub glad_glIndexub typedef void (APIENTRYP PFNGLINDEXUBVPROC)(const GLubyte *c); GLAPI PFNGLINDEXUBVPROC glad_glIndexubv; #define glIndexubv glad_glIndexubv typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC)(); GLAPI PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; #define glPopClientAttrib glad_glPopClientAttrib typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask); GLAPI PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; #define glPushClientAttrib glad_glPushClientAttrib #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 typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture); GLAPI PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; #define glClientActiveTexture glad_glClientActiveTexture typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s); GLAPI PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; #define glMultiTexCoord1d glad_glMultiTexCoord1d typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; #define glMultiTexCoord1dv glad_glMultiTexCoord1dv typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s); GLAPI PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; #define glMultiTexCoord1f glad_glMultiTexCoord1f typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; #define glMultiTexCoord1fv glad_glMultiTexCoord1fv typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s); GLAPI PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; #define glMultiTexCoord1i glad_glMultiTexCoord1i typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; #define glMultiTexCoord1iv glad_glMultiTexCoord1iv typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s); GLAPI PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; #define glMultiTexCoord1s glad_glMultiTexCoord1s typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; #define glMultiTexCoord1sv glad_glMultiTexCoord1sv typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t); GLAPI PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; #define glMultiTexCoord2d glad_glMultiTexCoord2d typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; #define glMultiTexCoord2dv glad_glMultiTexCoord2dv typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t); GLAPI PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; #define glMultiTexCoord2f glad_glMultiTexCoord2f typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; #define glMultiTexCoord2fv glad_glMultiTexCoord2fv typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t); GLAPI PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; #define glMultiTexCoord2i glad_glMultiTexCoord2i typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; #define glMultiTexCoord2iv glad_glMultiTexCoord2iv typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t); GLAPI PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; #define glMultiTexCoord2s glad_glMultiTexCoord2s typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; #define glMultiTexCoord2sv glad_glMultiTexCoord2sv typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); GLAPI PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; #define glMultiTexCoord3d glad_glMultiTexCoord3d typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; #define glMultiTexCoord3dv glad_glMultiTexCoord3dv typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); GLAPI PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; #define glMultiTexCoord3f glad_glMultiTexCoord3f typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; #define glMultiTexCoord3fv glad_glMultiTexCoord3fv typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r); GLAPI PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; #define glMultiTexCoord3i glad_glMultiTexCoord3i typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; #define glMultiTexCoord3iv glad_glMultiTexCoord3iv typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r); GLAPI PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; #define glMultiTexCoord3s glad_glMultiTexCoord3s typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; #define glMultiTexCoord3sv glad_glMultiTexCoord3sv typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); GLAPI PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; #define glMultiTexCoord4d glad_glMultiTexCoord4d typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; #define glMultiTexCoord4dv glad_glMultiTexCoord4dv typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); GLAPI PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; #define glMultiTexCoord4f glad_glMultiTexCoord4f typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; #define glMultiTexCoord4fv glad_glMultiTexCoord4fv typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); GLAPI PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; #define glMultiTexCoord4i glad_glMultiTexCoord4i typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; #define glMultiTexCoord4iv glad_glMultiTexCoord4iv typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); GLAPI PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; #define glMultiTexCoord4s glad_glMultiTexCoord4s typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; #define glMultiTexCoord4sv glad_glMultiTexCoord4sv typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *m); GLAPI PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; #define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *m); GLAPI PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; #define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *m); GLAPI PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; #define glMultTransposeMatrixf glad_glMultTransposeMatrixf typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *m); GLAPI PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; #define glMultTransposeMatrixd glad_glMultTransposeMatrixd #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 PFNGLFOGCOORDFPROC)(GLfloat coord); GLAPI PFNGLFOGCOORDFPROC glad_glFogCoordf; #define glFogCoordf glad_glFogCoordf typedef void (APIENTRYP PFNGLFOGCOORDFVPROC)(const GLfloat *coord); GLAPI PFNGLFOGCOORDFVPROC glad_glFogCoordfv; #define glFogCoordfv glad_glFogCoordfv typedef void (APIENTRYP PFNGLFOGCOORDDPROC)(GLdouble coord); GLAPI PFNGLFOGCOORDDPROC glad_glFogCoordd; #define glFogCoordd glad_glFogCoordd typedef void (APIENTRYP PFNGLFOGCOORDDVPROC)(const GLdouble *coord); GLAPI PFNGLFOGCOORDDVPROC glad_glFogCoorddv; #define glFogCoorddv glad_glFogCoorddv typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; #define glFogCoordPointer glad_glFogCoordPointer typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); GLAPI PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; #define glSecondaryColor3b glad_glSecondaryColor3b typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte *v); GLAPI PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; #define glSecondaryColor3bv glad_glSecondaryColor3bv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); GLAPI PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; #define glSecondaryColor3d glad_glSecondaryColor3d typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble *v); GLAPI PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; #define glSecondaryColor3dv glad_glSecondaryColor3dv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); GLAPI PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; #define glSecondaryColor3f glad_glSecondaryColor3f typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat *v); GLAPI PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; #define glSecondaryColor3fv glad_glSecondaryColor3fv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue); GLAPI PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; #define glSecondaryColor3i glad_glSecondaryColor3i typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC)(const GLint *v); GLAPI PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; #define glSecondaryColor3iv glad_glSecondaryColor3iv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); GLAPI PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; #define glSecondaryColor3s glad_glSecondaryColor3s typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC)(const GLshort *v); GLAPI PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; #define glSecondaryColor3sv glad_glSecondaryColor3sv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); GLAPI PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; #define glSecondaryColor3ub glad_glSecondaryColor3ub typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte *v); GLAPI PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; #define glSecondaryColor3ubv glad_glSecondaryColor3ubv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); GLAPI PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; #define glSecondaryColor3ui glad_glSecondaryColor3ui typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint *v); GLAPI PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; #define glSecondaryColor3uiv glad_glSecondaryColor3uiv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); GLAPI PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; #define glSecondaryColor3us glad_glSecondaryColor3us typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC)(const GLushort *v); GLAPI PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; #define glSecondaryColor3usv glad_glSecondaryColor3usv typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; #define glSecondaryColorPointer glad_glSecondaryColorPointer typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y); GLAPI PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; #define glWindowPos2d glad_glWindowPos2d typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC)(const GLdouble *v); GLAPI PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; #define glWindowPos2dv glad_glWindowPos2dv typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y); GLAPI PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; #define glWindowPos2f glad_glWindowPos2f typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC)(const GLfloat *v); GLAPI PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; #define glWindowPos2fv glad_glWindowPos2fv typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC)(GLint x, GLint y); GLAPI PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; #define glWindowPos2i glad_glWindowPos2i typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC)(const GLint *v); GLAPI PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; #define glWindowPos2iv glad_glWindowPos2iv typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y); GLAPI PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; #define glWindowPos2s glad_glWindowPos2s typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC)(const GLshort *v); GLAPI PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; #define glWindowPos2sv glad_glWindowPos2sv typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; #define glWindowPos3d glad_glWindowPos3d typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC)(const GLdouble *v); GLAPI PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; #define glWindowPos3dv glad_glWindowPos3dv typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); GLAPI PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; #define glWindowPos3f glad_glWindowPos3f typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC)(const GLfloat *v); GLAPI PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; #define glWindowPos3fv glad_glWindowPos3fv typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z); GLAPI PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; #define glWindowPos3i glad_glWindowPos3i typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC)(const GLint *v); GLAPI PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; #define glWindowPos3iv glad_glWindowPos3iv typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z); GLAPI PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; #define glWindowPos3s glad_glWindowPos3s typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC)(const GLshort *v); GLAPI PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; #define glWindowPos3sv glad_glWindowPos3sv 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)(); 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 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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 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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 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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)(); 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)(); 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 bufSize, 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_VERSION_4_0 #define GL_VERSION_4_0 1 GLAPI int GLAD_GL_VERSION_4_0; typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC)(GLfloat value); GLAPI PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading; #define glMinSampleShading glad_glMinSampleShading typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC)(GLuint buf, GLenum mode); GLAPI PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi; #define glBlendEquationi glad_glBlendEquationi typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); GLAPI PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei; #define glBlendEquationSeparatei glad_glBlendEquationSeparatei typedef void (APIENTRYP PFNGLBLENDFUNCIPROC)(GLuint buf, GLenum src, GLenum dst); GLAPI PFNGLBLENDFUNCIPROC glad_glBlendFunci; #define glBlendFunci glad_glBlendFunci typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GLAPI PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei; #define glBlendFuncSeparatei glad_glBlendFuncSeparatei 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 PFNGLUNIFORM1DPROC)(GLint location, GLdouble x); GLAPI PFNGLUNIFORM1DPROC glad_glUniform1d; #define glUniform1d glad_glUniform1d typedef void (APIENTRYP PFNGLUNIFORM2DPROC)(GLint location, GLdouble x, GLdouble y); GLAPI PFNGLUNIFORM2DPROC glad_glUniform2d; #define glUniform2d glad_glUniform2d typedef void (APIENTRYP PFNGLUNIFORM3DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLUNIFORM3DPROC glad_glUniform3d; #define glUniform3d glad_glUniform3d typedef void (APIENTRYP PFNGLUNIFORM4DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI PFNGLUNIFORM4DPROC glad_glUniform4d; #define glUniform4d glad_glUniform4d typedef void (APIENTRYP PFNGLUNIFORM1DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM1DVPROC glad_glUniform1dv; #define glUniform1dv glad_glUniform1dv typedef void (APIENTRYP PFNGLUNIFORM2DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM2DVPROC glad_glUniform2dv; #define glUniform2dv glad_glUniform2dv typedef void (APIENTRYP PFNGLUNIFORM3DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM3DVPROC glad_glUniform3dv; #define glUniform3dv glad_glUniform3dv typedef void (APIENTRYP PFNGLUNIFORM4DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM4DVPROC glad_glUniform4dv; #define glUniform4dv glad_glUniform4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv; #define glUniformMatrix2dv glad_glUniformMatrix2dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv; #define glUniformMatrix3dv glad_glUniformMatrix3dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv; #define glUniformMatrix4dv glad_glUniformMatrix4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv; #define glUniformMatrix2x3dv glad_glUniformMatrix2x3dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv; #define glUniformMatrix2x4dv glad_glUniformMatrix2x4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv; #define glUniformMatrix3x2dv glad_glUniformMatrix3x2dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv; #define glUniformMatrix3x4dv glad_glUniformMatrix3x4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv; #define glUniformMatrix4x2dv glad_glUniformMatrix4x2dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv; #define glUniformMatrix4x3dv glad_glUniformMatrix4x3dv typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC)(GLuint program, GLint location, GLdouble *params); GLAPI PFNGLGETUNIFORMDVPROC glad_glGetUniformdv; #define glGetUniformdv glad_glGetUniformdv typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)(GLuint program, GLenum shadertype, const GLchar *name); GLAPI PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation; #define glGetSubroutineUniformLocation glad_glGetSubroutineUniformLocation typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC)(GLuint program, GLenum shadertype, const GLchar *name); GLAPI PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex; #define glGetSubroutineIndex glad_glGetSubroutineIndex typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv; #define glGetActiveSubroutineUniformiv glad_glGetActiveSubroutineUniformiv typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName; #define glGetActiveSubroutineUniformName glad_glGetActiveSubroutineUniformName typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); GLAPI PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName; #define glGetActiveSubroutineName glad_glGetActiveSubroutineName typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC)(GLenum shadertype, GLsizei count, const GLuint *indices); GLAPI PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv; #define glUniformSubroutinesuiv glad_glUniformSubroutinesuiv typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC)(GLenum shadertype, GLint location, GLuint *params); GLAPI PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv; #define glGetUniformSubroutineuiv glad_glGetUniformSubroutineuiv typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC)(GLuint program, GLenum shadertype, GLenum pname, GLint *values); GLAPI PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv; #define glGetProgramStageiv glad_glGetProgramStageiv typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC)(GLenum pname, GLint value); GLAPI PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri; #define glPatchParameteri glad_glPatchParameteri typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC)(GLenum pname, const GLfloat *values); GLAPI PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv; #define glPatchParameterfv glad_glPatchParameterfv 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)(); GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; #define glPauseTransformFeedback glad_glPauseTransformFeedback typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(); GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; #define glResumeTransformFeedback glad_glResumeTransformFeedback typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC)(GLenum mode, GLuint id); GLAPI PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback; #define glDrawTransformFeedback glad_glDrawTransformFeedback typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)(GLenum mode, GLuint id, GLuint stream); GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream; #define glDrawTransformFeedbackStream glad_glDrawTransformFeedbackStream typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC)(GLenum target, GLuint index, GLuint id); GLAPI PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed; #define glBeginQueryIndexed glad_glBeginQueryIndexed typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC)(GLenum target, GLuint index); GLAPI PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed; #define glEndQueryIndexed glad_glEndQueryIndexed typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC)(GLenum target, GLuint index, GLenum pname, GLint *params); GLAPI PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv; #define glGetQueryIndexediv glad_glGetQueryIndexediv #endif #ifndef GL_VERSION_4_1 #define GL_VERSION_4_1 1 GLAPI int GLAD_GL_VERSION_4_1; typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(); 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 typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; #define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef; #define glDepthRangef glad_glDepthRangef typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d); GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf; #define glClearDepthf glad_glClearDepthf 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 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 PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; #define glProgramUniform1iv glad_glProgramUniform1iv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0); GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; #define glProgramUniform1f glad_glProgramUniform1f typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; #define glProgramUniform1fv glad_glProgramUniform1fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC)(GLuint program, GLint location, GLdouble v0); GLAPI PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d; #define glProgramUniform1d glad_glProgramUniform1d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv; #define glProgramUniform1dv glad_glProgramUniform1dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0); GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; #define glProgramUniform1ui glad_glProgramUniform1ui typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; #define glProgramUniform1uiv glad_glProgramUniform1uiv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1); GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; #define glProgramUniform2i glad_glProgramUniform2i typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; #define glProgramUniform2iv glad_glProgramUniform2iv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; #define glProgramUniform2f glad_glProgramUniform2f typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; #define glProgramUniform2fv glad_glProgramUniform2fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1); GLAPI PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d; #define glProgramUniform2d glad_glProgramUniform2d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv; #define glProgramUniform2dv glad_glProgramUniform2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; #define glProgramUniform2ui glad_glProgramUniform2ui typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; #define glProgramUniform2uiv glad_glProgramUniform2uiv 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 PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; #define glProgramUniform3iv glad_glProgramUniform3iv 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 PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; #define glProgramUniform3fv glad_glProgramUniform3fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); GLAPI PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d; #define glProgramUniform3d glad_glProgramUniform3d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv; #define glProgramUniform3dv glad_glProgramUniform3dv 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 PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; #define glProgramUniform3uiv glad_glProgramUniform3uiv 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 PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; #define glProgramUniform4iv glad_glProgramUniform4iv 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 PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; #define glProgramUniform4fv glad_glProgramUniform4fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); GLAPI PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d; #define glProgramUniform4d glad_glProgramUniform4d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv; #define glProgramUniform4dv glad_glProgramUniform4dv 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 PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; #define glProgramUniform4uiv glad_glProgramUniform4uiv 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 PFNGLPROGRAMUNIFORMMATRIX2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv; #define glProgramUniformMatrix2dv glad_glProgramUniformMatrix2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv; #define glProgramUniformMatrix3dv glad_glProgramUniformMatrix3dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv; #define glProgramUniformMatrix4dv glad_glProgramUniformMatrix4dv 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 PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv; #define glProgramUniformMatrix2x3dv glad_glProgramUniformMatrix2x3dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv; #define glProgramUniformMatrix3x2dv glad_glProgramUniformMatrix3x2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv; #define glProgramUniformMatrix2x4dv glad_glProgramUniformMatrix2x4dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv; #define glProgramUniformMatrix4x2dv glad_glProgramUniformMatrix4x2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv; #define glProgramUniformMatrix3x4dv glad_glProgramUniformMatrix3x4dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv; #define glProgramUniformMatrix4x3dv glad_glProgramUniformMatrix4x3dv 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 PFNGLVERTEXATTRIBL1DPROC)(GLuint index, GLdouble x); GLAPI PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d; #define glVertexAttribL1d glad_glVertexAttribL1d typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC)(GLuint index, GLdouble x, GLdouble y); GLAPI PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d; #define glVertexAttribL2d glad_glVertexAttribL2d typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d; #define glVertexAttribL3d glad_glVertexAttribL3d typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d; #define glVertexAttribL4d glad_glVertexAttribL4d typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv; #define glVertexAttribL1dv glad_glVertexAttribL1dv typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv; #define glVertexAttribL2dv glad_glVertexAttribL2dv typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv; #define glVertexAttribL3dv glad_glVertexAttribL3dv typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv; #define glVertexAttribL4dv glad_glVertexAttribL4dv typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer; #define glVertexAttribLPointer glad_glVertexAttribLPointer typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC)(GLuint index, GLenum pname, GLdouble *params); GLAPI PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv; #define glGetVertexAttribLdv glad_glGetVertexAttribLdv typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC)(GLuint first, GLsizei count, const GLfloat *v); GLAPI PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv; #define glViewportArrayv glad_glViewportArrayv typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); GLAPI PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf; #define glViewportIndexedf glad_glViewportIndexedf typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC)(GLuint index, const GLfloat *v); GLAPI PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv; #define glViewportIndexedfv glad_glViewportIndexedfv typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC)(GLuint first, GLsizei count, const GLint *v); GLAPI PFNGLSCISSORARRAYVPROC glad_glScissorArrayv; #define glScissorArrayv glad_glScissorArrayv typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); GLAPI PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed; #define glScissorIndexed glad_glScissorIndexed typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC)(GLuint index, const GLint *v); GLAPI PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv; #define glScissorIndexedv glad_glScissorIndexedv typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC)(GLuint first, GLsizei count, const GLdouble *v); GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv; #define glDepthRangeArrayv glad_glDepthRangeArrayv typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f); GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed; #define glDepthRangeIndexed glad_glDepthRangeIndexed typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data); GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v; #define glGetFloati_v glad_glGetFloati_v typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC)(GLenum target, GLuint index, GLdouble *data); GLAPI PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v; #define glGetDoublei_v glad_glGetDoublei_v #endif #ifndef GL_VERSION_4_2 #define GL_VERSION_4_2 1 GLAPI int GLAD_GL_VERSION_4_2; typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); GLAPI PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance; #define glDrawArraysInstancedBaseInstance glad_glDrawArraysInstancedBaseInstance typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance; #define glDrawElementsInstancedBaseInstance glad_glDrawElementsInstancedBaseInstance typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance; #define glDrawElementsInstancedBaseVertexBaseInstance glad_glDrawElementsInstancedBaseVertexBaseInstance typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; #define glGetInternalformativ glad_glGetInternalformativ typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); GLAPI PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv; #define glGetActiveAtomicCounterBufferiv glad_glGetActiveAtomicCounterBufferiv 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 PFNGLTEXSTORAGE1DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D; #define glTexStorage1D glad_glTexStorage1D 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 PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)(GLenum mode, GLuint id, GLsizei instancecount); GLAPI PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced; #define glDrawTransformFeedbackInstanced glad_glDrawTransformFeedbackInstanced typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced; #define glDrawTransformFeedbackStreamInstanced glad_glDrawTransformFeedbackStreamInstanced #endif #ifndef GL_VERSION_4_3 #define GL_VERSION_4_3 1 GLAPI int GLAD_GL_VERSION_4_3; typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC)(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData; #define glClearBufferData glad_glClearBufferData typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC)(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData; #define glClearBufferSubData glad_glClearBufferSubData 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 PFNGLCOPYIMAGESUBDATAPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); GLAPI PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData; #define glCopyImageSubData glad_glCopyImageSubData 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 PFNGLGETINTERNALFORMATI64VPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params); GLAPI PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v; #define glGetInternalformati64v glad_glGetInternalformati64v typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); GLAPI PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage; #define glInvalidateTexSubImage glad_glInvalidateTexSubImage typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC)(GLuint texture, GLint level); GLAPI PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage; #define glInvalidateTexImage glad_glInvalidateTexImage typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); GLAPI PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData; #define glInvalidateBufferSubData glad_glInvalidateBufferSubData typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC)(GLuint buffer); GLAPI PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData; #define glInvalidateBufferData glad_glInvalidateBufferData 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 PFNGLMULTIDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); GLAPI PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect; #define glMultiDrawArraysIndirect glad_glMultiDrawArraysIndirect typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect; #define glMultiDrawElementsIndirect glad_glMultiDrawElementsIndirect 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 bufSize, 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 GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); GLAPI PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex; #define glGetProgramResourceLocationIndex glad_glGetProgramResourceLocationIndex typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); GLAPI PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding; #define glShaderStorageBlockBinding glad_glShaderStorageBlockBinding typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange; #define glTexBufferRange glad_glTexBufferRange 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 PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample; #define glTexStorage3DMultisample glad_glTexStorage3DMultisample typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); GLAPI PFNGLTEXTUREVIEWPROC glad_glTextureView; #define glTextureView glad_glTextureView 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 PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; #define glVertexAttribLFormat glad_glVertexAttribLFormat 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 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)(); 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 #endif #ifndef GL_VERSION_4_4 #define GL_VERSION_4_4 1 GLAPI int GLAD_GL_VERSION_4_4; typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC)(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); GLAPI PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; #define glBufferStorage glad_glBufferStorage typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage; #define glClearTexImage glad_glClearTexImage typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage; #define glClearTexSubImage glad_glClearTexSubImage typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers); GLAPI PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase; #define glBindBuffersBase glad_glBindBuffersBase typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); GLAPI PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange; #define glBindBuffersRange glad_glBindBuffersRange typedef void (APIENTRYP PFNGLBINDTEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); GLAPI PFNGLBINDTEXTURESPROC glad_glBindTextures; #define glBindTextures glad_glBindTextures typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC)(GLuint first, GLsizei count, const GLuint *samplers); GLAPI PFNGLBINDSAMPLERSPROC glad_glBindSamplers; #define glBindSamplers glad_glBindSamplers typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); GLAPI PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures; #define glBindImageTextures glad_glBindImageTextures typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC)(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); GLAPI PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers; #define glBindVertexBuffers glad_glBindVertexBuffers #endif #ifndef GL_VERSION_4_5 #define GL_VERSION_4_5 1 GLAPI int GLAD_GL_VERSION_4_5; typedef void (APIENTRYP PFNGLCLIPCONTROLPROC)(GLenum origin, GLenum depth); GLAPI PFNGLCLIPCONTROLPROC glad_glClipControl; #define glClipControl glad_glClipControl typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); GLAPI PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks; #define glCreateTransformFeedbacks glad_glCreateTransformFeedbacks typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)(GLuint xfb, GLuint index, GLuint buffer); GLAPI PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase; #define glTransformFeedbackBufferBase glad_glTransformFeedbackBufferBase typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange; #define glTransformFeedbackBufferRange glad_glTransformFeedbackBufferRange typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC)(GLuint xfb, GLenum pname, GLint *param); GLAPI PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv; #define glGetTransformFeedbackiv glad_glGetTransformFeedbackiv typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint *param); GLAPI PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v; #define glGetTransformFeedbacki_v glad_glGetTransformFeedbacki_v typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); GLAPI PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v; #define glGetTransformFeedbacki64_v glad_glGetTransformFeedbacki64_v typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC)(GLsizei n, GLuint *buffers); GLAPI PFNGLCREATEBUFFERSPROC glad_glCreateBuffers; #define glCreateBuffers glad_glCreateBuffers typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); GLAPI PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage; #define glNamedBufferStorage glad_glNamedBufferStorage typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); GLAPI PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData; #define glNamedBufferData glad_glNamedBufferData typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); GLAPI PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData; #define glNamedBufferSubData glad_glNamedBufferSubData typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); GLAPI PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData; #define glCopyNamedBufferSubData glad_glCopyNamedBufferSubData typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData; #define glClearNamedBufferData glad_glClearNamedBufferData typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData; #define glClearNamedBufferSubData glad_glClearNamedBufferSubData typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERPROC)(GLuint buffer, GLenum access); GLAPI PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer; #define glMapNamedBuffer glad_glMapNamedBuffer typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); GLAPI PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange; #define glMapNamedBufferRange glad_glMapNamedBufferRange typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC)(GLuint buffer); GLAPI PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer; #define glUnmapNamedBuffer glad_glUnmapNamedBuffer typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); GLAPI PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange; #define glFlushMappedNamedBufferRange glad_glFlushMappedNamedBufferRange typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC)(GLuint buffer, GLenum pname, GLint *params); GLAPI PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv; #define glGetNamedBufferParameteriv glad_glGetNamedBufferParameteriv typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)(GLuint buffer, GLenum pname, GLint64 *params); GLAPI PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v; #define glGetNamedBufferParameteri64v glad_glGetNamedBufferParameteri64v typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC)(GLuint buffer, GLenum pname, void **params); GLAPI PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv; #define glGetNamedBufferPointerv glad_glGetNamedBufferPointerv typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); GLAPI PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData; #define glGetNamedBufferSubData glad_glGetNamedBufferSubData typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); GLAPI PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers; #define glCreateFramebuffers glad_glCreateFramebuffers typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLAPI PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer; #define glNamedFramebufferRenderbuffer glad_glNamedFramebufferRenderbuffer typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)(GLuint framebuffer, GLenum pname, GLint param); GLAPI PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri; #define glNamedFramebufferParameteri glad_glNamedFramebufferParameteri typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); GLAPI PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture; #define glNamedFramebufferTexture glad_glNamedFramebufferTexture typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer; #define glNamedFramebufferTextureLayer glad_glNamedFramebufferTextureLayer typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)(GLuint framebuffer, GLenum buf); GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer; #define glNamedFramebufferDrawBuffer glad_glNamedFramebufferDrawBuffer typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)(GLuint framebuffer, GLsizei n, const GLenum *bufs); GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers; #define glNamedFramebufferDrawBuffers glad_glNamedFramebufferDrawBuffers typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)(GLuint framebuffer, GLenum src); GLAPI PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer; #define glNamedFramebufferReadBuffer glad_glNamedFramebufferReadBuffer typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData; #define glInvalidateNamedFramebufferData glad_glInvalidateNamedFramebufferData typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData; #define glInvalidateNamedFramebufferSubData glad_glInvalidateNamedFramebufferSubData typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv; #define glClearNamedFramebufferiv glad_glClearNamedFramebufferiv typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv; #define glClearNamedFramebufferuiv glad_glClearNamedFramebufferuiv typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv; #define glClearNamedFramebufferfv glad_glClearNamedFramebufferfv typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi; #define glClearNamedFramebufferfi glad_glClearNamedFramebufferfi typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC)(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLAPI PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer; #define glBlitNamedFramebuffer glad_glBlitNamedFramebuffer typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)(GLuint framebuffer, GLenum target); GLAPI PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus; #define glCheckNamedFramebufferStatus glad_glCheckNamedFramebufferStatus typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)(GLuint framebuffer, GLenum pname, GLint *param); GLAPI PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv; #define glGetNamedFramebufferParameteriv glad_glGetNamedFramebufferParameteriv typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); GLAPI PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv; #define glGetNamedFramebufferAttachmentParameteriv glad_glGetNamedFramebufferAttachmentParameteriv typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); GLAPI PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers; #define glCreateRenderbuffers glad_glCreateRenderbuffers typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage; #define glNamedRenderbufferStorage glad_glNamedRenderbufferStorage typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample; #define glNamedRenderbufferStorageMultisample glad_glNamedRenderbufferStorageMultisample typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)(GLuint renderbuffer, GLenum pname, GLint *params); GLAPI PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv; #define glGetNamedRenderbufferParameteriv glad_glGetNamedRenderbufferParameteriv typedef void (APIENTRYP PFNGLCREATETEXTURESPROC)(GLenum target, GLsizei n, GLuint *textures); GLAPI PFNGLCREATETEXTURESPROC glad_glCreateTextures; #define glCreateTextures glad_glCreateTextures typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC)(GLuint texture, GLenum internalformat, GLuint buffer); GLAPI PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer; #define glTextureBuffer glad_glTextureBuffer typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC)(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange; #define glTextureBufferRange glad_glTextureBufferRange typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D; #define glTextureStorage1D glad_glTextureStorage1D typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GLAPI PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D; #define glTextureStorage2D glad_glTextureStorage2D typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GLAPI PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D; #define glTextureStorage3D glad_glTextureStorage3D typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); GLAPI PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample; #define glTextureStorage2DMultisample glad_glTextureStorage2DMultisample typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample; #define glTextureStorage3DMultisample glad_glTextureStorage3DMultisample typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); GLAPI PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D; #define glTextureSubImage1D glad_glTextureSubImage1D typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D; #define glTextureSubImage2D glad_glTextureSubImage2D typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GLAPI PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D; #define glTextureSubImage3D glad_glTextureSubImage3D typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D; #define glCompressedTextureSubImage1D glad_glCompressedTextureSubImage1D typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D; #define glCompressedTextureSubImage2D glad_glCompressedTextureSubImage2D typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D; #define glCompressedTextureSubImage3D glad_glCompressedTextureSubImage3D typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); GLAPI PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D; #define glCopyTextureSubImage1D glad_glCopyTextureSubImage1D typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D; #define glCopyTextureSubImage2D glad_glCopyTextureSubImage2D typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D; #define glCopyTextureSubImage3D glad_glCopyTextureSubImage3D typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC)(GLuint texture, GLenum pname, GLfloat param); GLAPI PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf; #define glTextureParameterf glad_glTextureParameterf typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, const GLfloat *param); GLAPI PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv; #define glTextureParameterfv glad_glTextureParameterfv typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC)(GLuint texture, GLenum pname, GLint param); GLAPI PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri; #define glTextureParameteri glad_glTextureParameteri typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, const GLint *params); GLAPI PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv; #define glTextureParameterIiv glad_glTextureParameterIiv typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, const GLuint *params); GLAPI PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv; #define glTextureParameterIuiv glad_glTextureParameterIuiv typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, const GLint *param); GLAPI PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv; #define glTextureParameteriv glad_glTextureParameteriv typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC)(GLuint texture); GLAPI PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap; #define glGenerateTextureMipmap glad_glGenerateTextureMipmap typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC)(GLuint unit, GLuint texture); GLAPI PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit; #define glBindTextureUnit glad_glBindTextureUnit typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage; #define glGetTextureImage glad_glGetTextureImage typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLsizei bufSize, void *pixels); GLAPI PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage; #define glGetCompressedTextureImage glad_glGetCompressedTextureImage typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC)(GLuint texture, GLint level, GLenum pname, GLfloat *params); GLAPI PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv; #define glGetTextureLevelParameterfv glad_glGetTextureLevelParameterfv typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC)(GLuint texture, GLint level, GLenum pname, GLint *params); GLAPI PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv; #define glGetTextureLevelParameteriv glad_glGetTextureLevelParameteriv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, GLfloat *params); GLAPI PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv; #define glGetTextureParameterfv glad_glGetTextureParameterfv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, GLint *params); GLAPI PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv; #define glGetTextureParameterIiv glad_glGetTextureParameterIiv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, GLuint *params); GLAPI PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv; #define glGetTextureParameterIuiv glad_glGetTextureParameterIuiv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, GLint *params); GLAPI PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv; #define glGetTextureParameteriv glad_glGetTextureParameteriv typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); GLAPI PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays; #define glCreateVertexArrays glad_glCreateVertexArrays typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); GLAPI PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib; #define glDisableVertexArrayAttrib glad_glDisableVertexArrayAttrib typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); GLAPI PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib; #define glEnableVertexArrayAttrib glad_glEnableVertexArrayAttrib typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC)(GLuint vaobj, GLuint buffer); GLAPI PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer; #define glVertexArrayElementBuffer glad_glVertexArrayElementBuffer typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); GLAPI PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer; #define glVertexArrayVertexBuffer glad_glVertexArrayVertexBuffer typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC)(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); GLAPI PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers; #define glVertexArrayVertexBuffers glad_glVertexArrayVertexBuffers typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex); GLAPI PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding; #define glVertexArrayAttribBinding glad_glVertexArrayAttribBinding typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); GLAPI PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat; #define glVertexArrayAttribFormat glad_glVertexArrayAttribFormat typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat; #define glVertexArrayAttribIFormat glad_glVertexArrayAttribIFormat typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat; #define glVertexArrayAttribLFormat glad_glVertexArrayAttribLFormat typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor); GLAPI PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor; #define glVertexArrayBindingDivisor glad_glVertexArrayBindingDivisor typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC)(GLuint vaobj, GLenum pname, GLint *param); GLAPI PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv; #define glGetVertexArrayiv glad_glGetVertexArrayiv typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint *param); GLAPI PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv; #define glGetVertexArrayIndexediv glad_glGetVertexArrayIndexediv typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); GLAPI PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv; #define glGetVertexArrayIndexed64iv glad_glGetVertexArrayIndexed64iv typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC)(GLsizei n, GLuint *samplers); GLAPI PFNGLCREATESAMPLERSPROC glad_glCreateSamplers; #define glCreateSamplers glad_glCreateSamplers typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); GLAPI PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines; #define glCreateProgramPipelines glad_glCreateProgramPipelines typedef void (APIENTRYP PFNGLCREATEQUERIESPROC)(GLenum target, GLsizei n, GLuint *ids); GLAPI PFNGLCREATEQUERIESPROC glad_glCreateQueries; #define glCreateQueries glad_glCreateQueries typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v; #define glGetQueryBufferObjecti64v glad_glGetQueryBufferObjecti64v typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv; #define glGetQueryBufferObjectiv glad_glGetQueryBufferObjectiv typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v; #define glGetQueryBufferObjectui64v glad_glGetQueryBufferObjectui64v typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv; #define glGetQueryBufferObjectuiv glad_glGetQueryBufferObjectuiv typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers); GLAPI PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion; #define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage; #define glGetTextureSubImage glad_glGetTextureSubImage typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); GLAPI PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage; #define glGetCompressedTextureSubImage glad_glGetCompressedTextureSubImage typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC)(); GLAPI PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus; #define glGetGraphicsResetStatus glad_glGetGraphicsResetStatus typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint lod, GLsizei bufSize, void *pixels); GLAPI PFNGLGETNCOMPRESSEDTEXIMAGEPROC glad_glGetnCompressedTexImage; #define glGetnCompressedTexImage glad_glGetnCompressedTexImage typedef void (APIENTRYP PFNGLGETNTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI PFNGLGETNTEXIMAGEPROC glad_glGetnTexImage; #define glGetnTexImage glad_glGetnTexImage typedef void (APIENTRYP PFNGLGETNUNIFORMDVPROC)(GLuint program, GLint location, GLsizei bufSize, GLdouble *params); GLAPI PFNGLGETNUNIFORMDVPROC glad_glGetnUniformdv; #define glGetnUniformdv glad_glGetnUniformdv typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); GLAPI PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv; #define glGetnUniformfv glad_glGetnUniformfv typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params); GLAPI PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv; #define glGetnUniformiv glad_glGetnUniformiv typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint *params); GLAPI PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv; #define glGetnUniformuiv glad_glGetnUniformuiv typedef void (APIENTRYP PFNGLREADNPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); GLAPI PFNGLREADNPIXELSPROC glad_glReadnPixels; #define glReadnPixels glad_glReadnPixels typedef void (APIENTRYP PFNGLGETNMAPDVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); GLAPI PFNGLGETNMAPDVPROC glad_glGetnMapdv; #define glGetnMapdv glad_glGetnMapdv typedef void (APIENTRYP PFNGLGETNMAPFVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); GLAPI PFNGLGETNMAPFVPROC glad_glGetnMapfv; #define glGetnMapfv glad_glGetnMapfv typedef void (APIENTRYP PFNGLGETNMAPIVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLint *v); GLAPI PFNGLGETNMAPIVPROC glad_glGetnMapiv; #define glGetnMapiv glad_glGetnMapiv typedef void (APIENTRYP PFNGLGETNPIXELMAPFVPROC)(GLenum map, GLsizei bufSize, GLfloat *values); GLAPI PFNGLGETNPIXELMAPFVPROC glad_glGetnPixelMapfv; #define glGetnPixelMapfv glad_glGetnPixelMapfv typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVPROC)(GLenum map, GLsizei bufSize, GLuint *values); GLAPI PFNGLGETNPIXELMAPUIVPROC glad_glGetnPixelMapuiv; #define glGetnPixelMapuiv glad_glGetnPixelMapuiv typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVPROC)(GLenum map, GLsizei bufSize, GLushort *values); GLAPI PFNGLGETNPIXELMAPUSVPROC glad_glGetnPixelMapusv; #define glGetnPixelMapusv glad_glGetnPixelMapusv typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEPROC)(GLsizei bufSize, GLubyte *pattern); GLAPI PFNGLGETNPOLYGONSTIPPLEPROC glad_glGetnPolygonStipple; #define glGetnPolygonStipple glad_glGetnPolygonStipple typedef void (APIENTRYP PFNGLGETNCOLORTABLEPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); GLAPI PFNGLGETNCOLORTABLEPROC glad_glGetnColorTable; #define glGetnColorTable glad_glGetnColorTable typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); GLAPI PFNGLGETNCONVOLUTIONFILTERPROC glad_glGetnConvolutionFilter; #define glGetnConvolutionFilter glad_glGetnConvolutionFilter typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); GLAPI PFNGLGETNSEPARABLEFILTERPROC glad_glGetnSeparableFilter; #define glGetnSeparableFilter glad_glGetnSeparableFilter typedef void (APIENTRYP PFNGLGETNHISTOGRAMPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); GLAPI PFNGLGETNHISTOGRAMPROC glad_glGetnHistogram; #define glGetnHistogram glad_glGetnHistogram typedef void (APIENTRYP PFNGLGETNMINMAXPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); GLAPI PFNGLGETNMINMAXPROC glad_glGetnMinmax; #define glGetnMinmax glad_glGetnMinmax typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC)(); GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier; #define glTextureBarrier glad_glTextureBarrier #endif #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 #ifndef GL_KHR_debug #define GL_KHR_debug 1 GLAPI int GLAD_GL_KHR_debug; 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)(); 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 #ifdef __cplusplus } #endif #endif
Unknown
3D
hku-mars/ImMesh
src/tools/openGL_libs/glad/glad.h
.h
287,168
5,249
/* OpenGL loader generated by glad 0.1.13a0 on Sun Apr 2 14:54:18 2017. Language/Generator: C/C++ Specification: gl APIs: gl=4.5 Profile: compatibility Extensions: GL_KHR_debug Loader: True Local files: False Omit khrplatform: False Commandline: --profile="compatibility" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_KHR_debug" Online: http://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_KHR_debug */ #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_ #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> #endif #ifndef APIENTRY #define APIENTRY #endif #ifndef APIENTRYP #define APIENTRYP 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 gladLoadGL(void); GLAPI int gladLoadGLLoader(GLADloadproc); #include <stddef.h> #include <KHR/khrplatform.h> #ifndef GLEXT_64_TYPES_DEFINED /* This code block is duplicated in glxext.h, so must be protected */ #define GLEXT_64_TYPES_DEFINED /* Define int32_t, int64_t, and uint64_t types for UST/MSC */ /* (as used in the GL_EXT_timer_query extension). */ #if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L #include <inttypes.h> #elif defined(__sun__) || defined(__digital__) #include <inttypes.h> #if defined(__STDC__) #if defined(__arch64__) || defined(_LP64) typedef long int int64_t; typedef unsigned long int uint64_t; #else typedef long long int int64_t; typedef unsigned long long int uint64_t; #endif /* __arch64__ */ #endif /* __STDC__ */ #elif defined( __VMS ) || defined(__sgi) #include <inttypes.h> #elif defined(__SCO__) || defined(__USLC__) #include <stdint.h> #elif defined(__UNIXOS2__) || defined(__SOL64__) typedef long int int32_t; typedef long long int int64_t; typedef unsigned long long int uint64_t; #elif defined(_WIN32) && defined(__GNUC__) #include <stdint.h> #elif defined(_WIN32) typedef __int32 int32_t; typedef __int64 int64_t; typedef unsigned __int64 uint64_t; #else /* Fallback if nothing above works */ #include <inttypes.h> #endif #endif typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef void GLvoid; typedef signed char GLbyte; typedef short GLshort; typedef int GLint; typedef int GLclampx; typedef unsigned char GLubyte; typedef unsigned short GLushort; typedef unsigned int GLuint; typedef int GLsizei; typedef float GLfloat; typedef float GLclampf; typedef double GLdouble; typedef double GLclampd; typedef void *GLeglImageOES; typedef char GLchar; typedef char GLcharARB; #ifdef __APPLE__ typedef void *GLhandleARB; #else typedef unsigned int GLhandleARB; #endif typedef unsigned short GLhalfARB; typedef unsigned short GLhalf; typedef GLint GLfixed; #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLintptr; #else typedef ptrdiff_t GLintptr; #endif #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLsizeiptr; #else typedef ptrdiff_t GLsizeiptr; #endif typedef int64_t GLint64; typedef uint64_t GLuint64; #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLintptrARB; #else typedef ptrdiff_t GLintptrARB; #endif #if defined(__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__) && (__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ > 1060) typedef long GLsizeiptrARB; #else typedef ptrdiff_t GLsizeiptrARB; #endif typedef int64_t GLint64EXT; typedef 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; #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_QUADS 0x0007 #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_COLOR_LOGIC_OP 0x0BF2 #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_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_WIDTH 0x1000 #define GL_TEXTURE_HEIGHT 0x1001 #define GL_TEXTURE_INTERNAL_FORMAT 0x1003 #define GL_TEXTURE_BORDER_COLOR 0x1004 #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_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_DOUBLE 0x140A #define GL_STACK_OVERFLOW 0x0503 #define GL_STACK_UNDERFLOW 0x0504 #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_PROXY_TEXTURE_1D 0x8063 #define GL_PROXY_TEXTURE_2D 0x8064 #define GL_REPEAT 0x2901 #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_CURRENT_BIT 0x00000001 #define GL_POINT_BIT 0x00000002 #define GL_LINE_BIT 0x00000004 #define GL_POLYGON_BIT 0x00000008 #define GL_POLYGON_STIPPLE_BIT 0x00000010 #define GL_PIXEL_MODE_BIT 0x00000020 #define GL_LIGHTING_BIT 0x00000040 #define GL_FOG_BIT 0x00000080 #define GL_ACCUM_BUFFER_BIT 0x00000200 #define GL_VIEWPORT_BIT 0x00000800 #define GL_TRANSFORM_BIT 0x00001000 #define GL_ENABLE_BIT 0x00002000 #define GL_HINT_BIT 0x00008000 #define GL_EVAL_BIT 0x00010000 #define GL_LIST_BIT 0x00020000 #define GL_TEXTURE_BIT 0x00040000 #define GL_SCISSOR_BIT 0x00080000 #define GL_ALL_ATTRIB_BITS 0xFFFFFFFF #define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 #define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 #define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF #define GL_QUAD_STRIP 0x0008 #define GL_POLYGON 0x0009 #define GL_ACCUM 0x0100 #define GL_LOAD 0x0101 #define GL_RETURN 0x0102 #define GL_MULT 0x0103 #define GL_ADD 0x0104 #define GL_AUX0 0x0409 #define GL_AUX1 0x040A #define GL_AUX2 0x040B #define GL_AUX3 0x040C #define GL_2D 0x0600 #define GL_3D 0x0601 #define GL_3D_COLOR 0x0602 #define GL_3D_COLOR_TEXTURE 0x0603 #define GL_4D_COLOR_TEXTURE 0x0604 #define GL_PASS_THROUGH_TOKEN 0x0700 #define GL_POINT_TOKEN 0x0701 #define GL_LINE_TOKEN 0x0702 #define GL_POLYGON_TOKEN 0x0703 #define GL_BITMAP_TOKEN 0x0704 #define GL_DRAW_PIXEL_TOKEN 0x0705 #define GL_COPY_PIXEL_TOKEN 0x0706 #define GL_LINE_RESET_TOKEN 0x0707 #define GL_EXP 0x0800 #define GL_EXP2 0x0801 #define GL_COEFF 0x0A00 #define GL_ORDER 0x0A01 #define GL_DOMAIN 0x0A02 #define GL_PIXEL_MAP_I_TO_I 0x0C70 #define GL_PIXEL_MAP_S_TO_S 0x0C71 #define GL_PIXEL_MAP_I_TO_R 0x0C72 #define GL_PIXEL_MAP_I_TO_G 0x0C73 #define GL_PIXEL_MAP_I_TO_B 0x0C74 #define GL_PIXEL_MAP_I_TO_A 0x0C75 #define GL_PIXEL_MAP_R_TO_R 0x0C76 #define GL_PIXEL_MAP_G_TO_G 0x0C77 #define GL_PIXEL_MAP_B_TO_B 0x0C78 #define GL_PIXEL_MAP_A_TO_A 0x0C79 #define GL_VERTEX_ARRAY_POINTER 0x808E #define GL_NORMAL_ARRAY_POINTER 0x808F #define GL_COLOR_ARRAY_POINTER 0x8090 #define GL_INDEX_ARRAY_POINTER 0x8091 #define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 #define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 #define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 #define GL_SELECTION_BUFFER_POINTER 0x0DF3 #define GL_CURRENT_COLOR 0x0B00 #define GL_CURRENT_INDEX 0x0B01 #define GL_CURRENT_NORMAL 0x0B02 #define GL_CURRENT_TEXTURE_COORDS 0x0B03 #define GL_CURRENT_RASTER_COLOR 0x0B04 #define GL_CURRENT_RASTER_INDEX 0x0B05 #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 #define GL_CURRENT_RASTER_POSITION 0x0B07 #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 #define GL_CURRENT_RASTER_DISTANCE 0x0B09 #define GL_POINT_SMOOTH 0x0B10 #define GL_LINE_STIPPLE 0x0B24 #define GL_LINE_STIPPLE_PATTERN 0x0B25 #define GL_LINE_STIPPLE_REPEAT 0x0B26 #define GL_LIST_MODE 0x0B30 #define GL_MAX_LIST_NESTING 0x0B31 #define GL_LIST_BASE 0x0B32 #define GL_LIST_INDEX 0x0B33 #define GL_POLYGON_STIPPLE 0x0B42 #define GL_EDGE_FLAG 0x0B43 #define GL_LIGHTING 0x0B50 #define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 #define GL_LIGHT_MODEL_AMBIENT 0x0B53 #define GL_SHADE_MODEL 0x0B54 #define GL_COLOR_MATERIAL_FACE 0x0B55 #define GL_COLOR_MATERIAL_PARAMETER 0x0B56 #define GL_COLOR_MATERIAL 0x0B57 #define GL_FOG 0x0B60 #define GL_FOG_INDEX 0x0B61 #define GL_FOG_DENSITY 0x0B62 #define GL_FOG_START 0x0B63 #define GL_FOG_END 0x0B64 #define GL_FOG_MODE 0x0B65 #define GL_FOG_COLOR 0x0B66 #define GL_ACCUM_CLEAR_VALUE 0x0B80 #define GL_MATRIX_MODE 0x0BA0 #define GL_NORMALIZE 0x0BA1 #define GL_MODELVIEW_STACK_DEPTH 0x0BA3 #define GL_PROJECTION_STACK_DEPTH 0x0BA4 #define GL_TEXTURE_STACK_DEPTH 0x0BA5 #define GL_MODELVIEW_MATRIX 0x0BA6 #define GL_PROJECTION_MATRIX 0x0BA7 #define GL_TEXTURE_MATRIX 0x0BA8 #define GL_ATTRIB_STACK_DEPTH 0x0BB0 #define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 #define GL_ALPHA_TEST 0x0BC0 #define GL_ALPHA_TEST_FUNC 0x0BC1 #define GL_ALPHA_TEST_REF 0x0BC2 #define GL_INDEX_LOGIC_OP 0x0BF1 #define GL_LOGIC_OP 0x0BF1 #define GL_AUX_BUFFERS 0x0C00 #define GL_INDEX_CLEAR_VALUE 0x0C20 #define GL_INDEX_WRITEMASK 0x0C21 #define GL_INDEX_MODE 0x0C30 #define GL_RGBA_MODE 0x0C31 #define GL_RENDER_MODE 0x0C40 #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 #define GL_POINT_SMOOTH_HINT 0x0C51 #define GL_FOG_HINT 0x0C54 #define GL_TEXTURE_GEN_S 0x0C60 #define GL_TEXTURE_GEN_T 0x0C61 #define GL_TEXTURE_GEN_R 0x0C62 #define GL_TEXTURE_GEN_Q 0x0C63 #define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 #define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 #define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 #define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 #define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 #define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 #define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 #define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 #define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 #define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 #define GL_MAP_COLOR 0x0D10 #define GL_MAP_STENCIL 0x0D11 #define GL_INDEX_SHIFT 0x0D12 #define GL_INDEX_OFFSET 0x0D13 #define GL_RED_SCALE 0x0D14 #define GL_RED_BIAS 0x0D15 #define GL_ZOOM_X 0x0D16 #define GL_ZOOM_Y 0x0D17 #define GL_GREEN_SCALE 0x0D18 #define GL_GREEN_BIAS 0x0D19 #define GL_BLUE_SCALE 0x0D1A #define GL_BLUE_BIAS 0x0D1B #define GL_ALPHA_SCALE 0x0D1C #define GL_ALPHA_BIAS 0x0D1D #define GL_DEPTH_SCALE 0x0D1E #define GL_DEPTH_BIAS 0x0D1F #define GL_MAX_EVAL_ORDER 0x0D30 #define GL_MAX_LIGHTS 0x0D31 #define GL_MAX_CLIP_PLANES 0x0D32 #define GL_MAX_PIXEL_MAP_TABLE 0x0D34 #define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 #define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 #define GL_MAX_NAME_STACK_DEPTH 0x0D37 #define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B #define GL_INDEX_BITS 0x0D51 #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_ACCUM_RED_BITS 0x0D58 #define GL_ACCUM_GREEN_BITS 0x0D59 #define GL_ACCUM_BLUE_BITS 0x0D5A #define GL_ACCUM_ALPHA_BITS 0x0D5B #define GL_NAME_STACK_DEPTH 0x0D70 #define GL_AUTO_NORMAL 0x0D80 #define GL_MAP1_COLOR_4 0x0D90 #define GL_MAP1_INDEX 0x0D91 #define GL_MAP1_NORMAL 0x0D92 #define GL_MAP1_TEXTURE_COORD_1 0x0D93 #define GL_MAP1_TEXTURE_COORD_2 0x0D94 #define GL_MAP1_TEXTURE_COORD_3 0x0D95 #define GL_MAP1_TEXTURE_COORD_4 0x0D96 #define GL_MAP1_VERTEX_3 0x0D97 #define GL_MAP1_VERTEX_4 0x0D98 #define GL_MAP2_COLOR_4 0x0DB0 #define GL_MAP2_INDEX 0x0DB1 #define GL_MAP2_NORMAL 0x0DB2 #define GL_MAP2_TEXTURE_COORD_1 0x0DB3 #define GL_MAP2_TEXTURE_COORD_2 0x0DB4 #define GL_MAP2_TEXTURE_COORD_3 0x0DB5 #define GL_MAP2_TEXTURE_COORD_4 0x0DB6 #define GL_MAP2_VERTEX_3 0x0DB7 #define GL_MAP2_VERTEX_4 0x0DB8 #define GL_MAP1_GRID_DOMAIN 0x0DD0 #define GL_MAP1_GRID_SEGMENTS 0x0DD1 #define GL_MAP2_GRID_DOMAIN 0x0DD2 #define GL_MAP2_GRID_SEGMENTS 0x0DD3 #define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 #define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 #define GL_SELECTION_BUFFER_SIZE 0x0DF4 #define GL_VERTEX_ARRAY 0x8074 #define GL_NORMAL_ARRAY 0x8075 #define GL_COLOR_ARRAY 0x8076 #define GL_INDEX_ARRAY 0x8077 #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_EDGE_FLAG_ARRAY 0x8079 #define GL_VERTEX_ARRAY_SIZE 0x807A #define GL_VERTEX_ARRAY_TYPE 0x807B #define GL_VERTEX_ARRAY_STRIDE 0x807C #define GL_NORMAL_ARRAY_TYPE 0x807E #define GL_NORMAL_ARRAY_STRIDE 0x807F #define GL_COLOR_ARRAY_SIZE 0x8081 #define GL_COLOR_ARRAY_TYPE 0x8082 #define GL_COLOR_ARRAY_STRIDE 0x8083 #define GL_INDEX_ARRAY_TYPE 0x8085 #define GL_INDEX_ARRAY_STRIDE 0x8086 #define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 #define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 #define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A #define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C #define GL_TEXTURE_COMPONENTS 0x1003 #define GL_TEXTURE_BORDER 0x1005 #define GL_TEXTURE_LUMINANCE_SIZE 0x8060 #define GL_TEXTURE_INTENSITY_SIZE 0x8061 #define GL_TEXTURE_PRIORITY 0x8066 #define GL_TEXTURE_RESIDENT 0x8067 #define GL_AMBIENT 0x1200 #define GL_DIFFUSE 0x1201 #define GL_SPECULAR 0x1202 #define GL_POSITION 0x1203 #define GL_SPOT_DIRECTION 0x1204 #define GL_SPOT_EXPONENT 0x1205 #define GL_SPOT_CUTOFF 0x1206 #define GL_CONSTANT_ATTENUATION 0x1207 #define GL_LINEAR_ATTENUATION 0x1208 #define GL_QUADRATIC_ATTENUATION 0x1209 #define GL_COMPILE 0x1300 #define GL_COMPILE_AND_EXECUTE 0x1301 #define GL_2_BYTES 0x1407 #define GL_3_BYTES 0x1408 #define GL_4_BYTES 0x1409 #define GL_EMISSION 0x1600 #define GL_SHININESS 0x1601 #define GL_AMBIENT_AND_DIFFUSE 0x1602 #define GL_COLOR_INDEXES 0x1603 #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #define GL_COLOR_INDEX 0x1900 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A #define GL_BITMAP 0x1A00 #define GL_RENDER 0x1C00 #define GL_FEEDBACK 0x1C01 #define GL_SELECT 0x1C02 #define GL_FLAT 0x1D00 #define GL_SMOOTH 0x1D01 #define GL_S 0x2000 #define GL_T 0x2001 #define GL_R 0x2002 #define GL_Q 0x2003 #define GL_MODULATE 0x2100 #define GL_DECAL 0x2101 #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_TEXTURE_ENV_COLOR 0x2201 #define GL_TEXTURE_ENV 0x2300 #define GL_EYE_LINEAR 0x2400 #define GL_OBJECT_LINEAR 0x2401 #define GL_SPHERE_MAP 0x2402 #define GL_TEXTURE_GEN_MODE 0x2500 #define GL_OBJECT_PLANE 0x2501 #define GL_EYE_PLANE 0x2502 #define GL_CLAMP 0x2900 #define GL_ALPHA4 0x803B #define GL_ALPHA8 0x803C #define GL_ALPHA12 0x803D #define GL_ALPHA16 0x803E #define GL_LUMINANCE4 0x803F #define GL_LUMINANCE8 0x8040 #define GL_LUMINANCE12 0x8041 #define GL_LUMINANCE16 0x8042 #define GL_LUMINANCE4_ALPHA4 0x8043 #define GL_LUMINANCE6_ALPHA2 0x8044 #define GL_LUMINANCE8_ALPHA8 0x8045 #define GL_LUMINANCE12_ALPHA4 0x8046 #define GL_LUMINANCE12_ALPHA12 0x8047 #define GL_LUMINANCE16_ALPHA16 0x8048 #define GL_INTENSITY 0x8049 #define GL_INTENSITY4 0x804A #define GL_INTENSITY8 0x804B #define GL_INTENSITY12 0x804C #define GL_INTENSITY16 0x804D #define GL_V2F 0x2A20 #define GL_V3F 0x2A21 #define GL_C4UB_V2F 0x2A22 #define GL_C4UB_V3F 0x2A23 #define GL_C3F_V3F 0x2A24 #define GL_N3F_V3F 0x2A25 #define GL_C4F_N3F_V3F 0x2A26 #define GL_T2F_V3F 0x2A27 #define GL_T4F_V4F 0x2A28 #define GL_T2F_C4UB_V3F 0x2A29 #define GL_T2F_C3F_V3F 0x2A2A #define GL_T2F_N3F_V3F 0x2A2B #define GL_T2F_C4F_N3F_V3F 0x2A2C #define GL_T4F_C4F_N3F_V4F 0x2A2D #define GL_CLIP_PLANE0 0x3000 #define GL_CLIP_PLANE1 0x3001 #define GL_CLIP_PLANE2 0x3002 #define GL_CLIP_PLANE3 0x3003 #define GL_CLIP_PLANE4 0x3004 #define GL_CLIP_PLANE5 0x3005 #define GL_LIGHT0 0x4000 #define GL_LIGHT1 0x4001 #define GL_LIGHT2 0x4002 #define GL_LIGHT3 0x4003 #define GL_LIGHT4 0x4004 #define GL_LIGHT5 0x4005 #define GL_LIGHT6 0x4006 #define GL_LIGHT7 0x4007 #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_RESCALE_NORMAL 0x803A #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 #define GL_SINGLE_COLOR 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR 0x81FA #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #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_CLIENT_ACTIVE_TEXTURE 0x84E1 #define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 #define GL_MULTISAMPLE_BIT 0x20000000 #define GL_NORMAL_MAP 0x8511 #define GL_REFLECTION_MAP 0x8512 #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMBINE 0x8570 #define GL_COMBINE_RGB 0x8571 #define GL_COMBINE_ALPHA 0x8572 #define GL_SOURCE0_RGB 0x8580 #define GL_SOURCE1_RGB 0x8581 #define GL_SOURCE2_RGB 0x8582 #define GL_SOURCE0_ALPHA 0x8588 #define GL_SOURCE1_ALPHA 0x8589 #define GL_SOURCE2_ALPHA 0x858A #define GL_OPERAND0_RGB 0x8590 #define GL_OPERAND1_RGB 0x8591 #define GL_OPERAND2_RGB 0x8592 #define GL_OPERAND0_ALPHA 0x8598 #define GL_OPERAND1_ALPHA 0x8599 #define GL_OPERAND2_ALPHA 0x859A #define GL_RGB_SCALE 0x8573 #define GL_ADD_SIGNED 0x8574 #define GL_INTERPOLATE 0x8575 #define GL_SUBTRACT 0x84E7 #define GL_CONSTANT 0x8576 #define GL_PRIMARY_COLOR 0x8577 #define GL_PREVIOUS 0x8578 #define GL_DOT3_RGB 0x86AE #define GL_DOT3_RGBA 0x86AF #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_POINT_SIZE_MIN 0x8126 #define GL_POINT_SIZE_MAX 0x8127 #define GL_POINT_DISTANCE_ATTENUATION 0x8129 #define GL_GENERATE_MIPMAP 0x8191 #define GL_GENERATE_MIPMAP_HINT 0x8192 #define GL_FOG_COORDINATE_SOURCE 0x8450 #define GL_FOG_COORDINATE 0x8451 #define GL_FRAGMENT_DEPTH 0x8452 #define GL_CURRENT_FOG_COORDINATE 0x8453 #define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 #define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 #define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 #define GL_FOG_COORDINATE_ARRAY 0x8457 #define GL_COLOR_SUM 0x8458 #define GL_CURRENT_SECONDARY_COLOR 0x8459 #define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A #define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B #define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D #define GL_SECONDARY_COLOR_ARRAY 0x845E #define GL_TEXTURE_FILTER_CONTROL 0x8500 #define GL_DEPTH_TEXTURE_MODE 0x884B #define GL_COMPARE_R_TO_TEXTURE 0x884E #define GL_FUNC_ADD 0x8006 #define GL_FUNC_SUBTRACT 0x800A #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_MIN 0x8007 #define GL_MAX 0x8008 #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_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_VERTEX_ARRAY_BUFFER_BINDING 0x8896 #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 #define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D #define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E #define GL_FOG_COORD_SRC 0x8450 #define GL_FOG_COORD 0x8451 #define GL_CURRENT_FOG_COORD 0x8453 #define GL_FOG_COORD_ARRAY_TYPE 0x8454 #define GL_FOG_COORD_ARRAY_STRIDE 0x8455 #define GL_FOG_COORD_ARRAY_POINTER 0x8456 #define GL_FOG_COORD_ARRAY 0x8457 #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D #define GL_SRC0_RGB 0x8580 #define GL_SRC1_RGB 0x8581 #define GL_SRC2_RGB 0x8582 #define GL_SRC0_ALPHA 0x8588 #define GL_SRC2_ALPHA 0x858A #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_VERTEX_PROGRAM_TWO_SIDE 0x8643 #define GL_POINT_SPRITE 0x8861 #define GL_COORD_REPLACE 0x8862 #define GL_MAX_TEXTURE_COORDS 0x8871 #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_CURRENT_RASTER_SECONDARY_COLOR 0x845F #define GL_SLUMINANCE_ALPHA 0x8C44 #define GL_SLUMINANCE8_ALPHA8 0x8C45 #define GL_SLUMINANCE 0x8C46 #define GL_SLUMINANCE8 0x8C47 #define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B #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_INDEX 0x8222 #define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 #define GL_TEXTURE_INTENSITY_TYPE 0x8C15 #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_CLAMP_VERTEX_COLOR 0x891A #define GL_CLAMP_FRAGMENT_COLOR 0x891B #define GL_ALPHA_INTEGER 0x8D97 #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 #ifndef GL_INVALID_INDEX #define GL_INVALID_INDEX 0xFFFFFFFF #endif #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 #ifndef GL_TIMEOUT_IGNORED #define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF #endif #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_SAMPLE_SHADING 0x8C36 #define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 #define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E #define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F #define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 #define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A #define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B #define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C #define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D #define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E #define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F #define GL_DRAW_INDIRECT_BUFFER 0x8F3F #define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 #define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F #define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A #define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B #define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C #define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D #define GL_MAX_VERTEX_STREAMS 0x8E71 #define GL_DOUBLE_VEC2 0x8FFC #define GL_DOUBLE_VEC3 0x8FFD #define GL_DOUBLE_VEC4 0x8FFE #define GL_DOUBLE_MAT2 0x8F46 #define GL_DOUBLE_MAT3 0x8F47 #define GL_DOUBLE_MAT4 0x8F48 #define GL_DOUBLE_MAT2x3 0x8F49 #define GL_DOUBLE_MAT2x4 0x8F4A #define GL_DOUBLE_MAT3x2 0x8F4B #define GL_DOUBLE_MAT3x4 0x8F4C #define GL_DOUBLE_MAT4x2 0x8F4D #define GL_DOUBLE_MAT4x3 0x8F4E #define GL_ACTIVE_SUBROUTINES 0x8DE5 #define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 #define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 #define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 #define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 #define GL_MAX_SUBROUTINES 0x8DE7 #define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 #define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A #define GL_COMPATIBLE_SUBROUTINES 0x8E4B #define GL_PATCHES 0x000E #define GL_PATCH_VERTICES 0x8E72 #define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 #define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 #define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 #define GL_TESS_GEN_MODE 0x8E76 #define GL_TESS_GEN_SPACING 0x8E77 #define GL_TESS_GEN_VERTEX_ORDER 0x8E78 #define GL_TESS_GEN_POINT_MODE 0x8E79 #define GL_ISOLINES 0x8E7A #define GL_FRACTIONAL_ODD 0x8E7B #define GL_FRACTIONAL_EVEN 0x8E7C #define GL_MAX_PATCH_VERTICES 0x8E7D #define GL_MAX_TESS_GEN_LEVEL 0x8E7E #define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F #define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 #define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 #define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 #define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 #define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 #define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 #define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 #define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 #define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A #define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C #define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D #define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E #define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 #define GL_TESS_EVALUATION_SHADER 0x8E87 #define GL_TESS_CONTROL_SHADER 0x8E88 #define GL_TRANSFORM_FEEDBACK 0x8E22 #define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 #define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 #define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 #define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 #define GL_FIXED 0x140C #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B #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_SHADER_COMPILER 0x8DFA #define GL_SHADER_BINARY_FORMATS 0x8DF8 #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #define GL_RGB565 0x8D62 #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_VERTEX_SHADER_BIT 0x00000001 #define GL_FRAGMENT_SHADER_BIT 0x00000002 #define GL_GEOMETRY_SHADER_BIT 0x00000004 #define GL_TESS_CONTROL_SHADER_BIT 0x00000008 #define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 #define GL_ALL_SHADER_BITS 0xFFFFFFFF #define GL_PROGRAM_SEPARABLE 0x8258 #define GL_ACTIVE_PROGRAM 0x8259 #define GL_PROGRAM_PIPELINE_BINDING 0x825A #define GL_MAX_VIEWPORTS 0x825B #define GL_VIEWPORT_SUBPIXEL_BITS 0x825C #define GL_VIEWPORT_BOUNDS_RANGE 0x825D #define GL_LAYER_PROVOKING_VERTEX 0x825E #define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F #define GL_UNDEFINED_VERTEX 0x8260 #define GL_COPY_READ_BUFFER_BINDING 0x8F36 #define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 #define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 #define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 #define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 #define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 #define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 #define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A #define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B #define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C #define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D #define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E #define GL_NUM_SAMPLE_COUNTS 0x9380 #define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC #define GL_ATOMIC_COUNTER_BUFFER 0x92C0 #define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 #define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 #define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 #define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 #define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB #define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC #define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE #define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF #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_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 #define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 #define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 #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_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA #define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB #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_MAX_IMAGE_UNITS 0x8F38 #define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 #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_1D 0x904C #define GL_IMAGE_2D 0x904D #define GL_IMAGE_3D 0x904E #define GL_IMAGE_2D_RECT 0x904F #define GL_IMAGE_CUBE 0x9050 #define GL_IMAGE_BUFFER 0x9051 #define GL_IMAGE_1D_ARRAY 0x9052 #define GL_IMAGE_2D_ARRAY 0x9053 #define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 #define GL_IMAGE_2D_MULTISAMPLE 0x9055 #define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 #define GL_INT_IMAGE_1D 0x9057 #define GL_INT_IMAGE_2D 0x9058 #define GL_INT_IMAGE_3D 0x9059 #define GL_INT_IMAGE_2D_RECT 0x905A #define GL_INT_IMAGE_CUBE 0x905B #define GL_INT_IMAGE_BUFFER 0x905C #define GL_INT_IMAGE_1D_ARRAY 0x905D #define GL_INT_IMAGE_2D_ARRAY 0x905E #define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F #define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 #define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 #define GL_UNSIGNED_INT_IMAGE_1D 0x9062 #define GL_UNSIGNED_INT_IMAGE_2D 0x9063 #define GL_UNSIGNED_INT_IMAGE_3D 0x9064 #define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 #define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 #define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 #define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 #define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 #define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B #define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C #define GL_MAX_IMAGE_SAMPLES 0x906D #define GL_IMAGE_BINDING_FORMAT 0x906E #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_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA #define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB #define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC #define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD #define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE #define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF #define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F #define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F #define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 #define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E #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_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_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 #define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A #define GL_MAX_ELEMENT_INDEX 0x8D6B #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_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC #define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED #define GL_DISPATCH_INDIRECT_BUFFER 0x90EE #define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF #define GL_COMPUTE_SHADER_BIT 0x00000020 #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_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_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_QUERY 0x82E3 #define GL_PROGRAM_PIPELINE 0x82E4 #define GL_SAMPLER 0x82E6 #define GL_MAX_LABEL_LENGTH 0x82E8 #define GL_DEBUG_OUTPUT 0x92E0 #define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 #define GL_MAX_UNIFORM_LOCATIONS 0x826E #define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 #define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 #define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 #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_LAYERS 0x9317 #define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 #define GL_INTERNALFORMAT_SUPPORTED 0x826F #define GL_INTERNALFORMAT_PREFERRED 0x8270 #define GL_INTERNALFORMAT_RED_SIZE 0x8271 #define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 #define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 #define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 #define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 #define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 #define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 #define GL_INTERNALFORMAT_RED_TYPE 0x8278 #define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 #define GL_INTERNALFORMAT_BLUE_TYPE 0x827A #define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B #define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C #define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D #define GL_MAX_WIDTH 0x827E #define GL_MAX_HEIGHT 0x827F #define GL_MAX_DEPTH 0x8280 #define GL_MAX_LAYERS 0x8281 #define GL_MAX_COMBINED_DIMENSIONS 0x8282 #define GL_COLOR_COMPONENTS 0x8283 #define GL_DEPTH_COMPONENTS 0x8284 #define GL_STENCIL_COMPONENTS 0x8285 #define GL_COLOR_RENDERABLE 0x8286 #define GL_DEPTH_RENDERABLE 0x8287 #define GL_STENCIL_RENDERABLE 0x8288 #define GL_FRAMEBUFFER_RENDERABLE 0x8289 #define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A #define GL_FRAMEBUFFER_BLEND 0x828B #define GL_READ_PIXELS 0x828C #define GL_READ_PIXELS_FORMAT 0x828D #define GL_READ_PIXELS_TYPE 0x828E #define GL_TEXTURE_IMAGE_FORMAT 0x828F #define GL_TEXTURE_IMAGE_TYPE 0x8290 #define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 #define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 #define GL_MIPMAP 0x8293 #define GL_MANUAL_GENERATE_MIPMAP 0x8294 #define GL_AUTO_GENERATE_MIPMAP 0x8295 #define GL_COLOR_ENCODING 0x8296 #define GL_SRGB_READ 0x8297 #define GL_SRGB_WRITE 0x8298 #define GL_FILTER 0x829A #define GL_VERTEX_TEXTURE 0x829B #define GL_TESS_CONTROL_TEXTURE 0x829C #define GL_TESS_EVALUATION_TEXTURE 0x829D #define GL_GEOMETRY_TEXTURE 0x829E #define GL_FRAGMENT_TEXTURE 0x829F #define GL_COMPUTE_TEXTURE 0x82A0 #define GL_TEXTURE_SHADOW 0x82A1 #define GL_TEXTURE_GATHER 0x82A2 #define GL_TEXTURE_GATHER_SHADOW 0x82A3 #define GL_SHADER_IMAGE_LOAD 0x82A4 #define GL_SHADER_IMAGE_STORE 0x82A5 #define GL_SHADER_IMAGE_ATOMIC 0x82A6 #define GL_IMAGE_TEXEL_SIZE 0x82A7 #define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 #define GL_IMAGE_PIXEL_FORMAT 0x82A9 #define GL_IMAGE_PIXEL_TYPE 0x82AA #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD #define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE #define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF #define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 #define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 #define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 #define GL_CLEAR_BUFFER 0x82B4 #define GL_TEXTURE_VIEW 0x82B5 #define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 #define GL_FULL_SUPPORT 0x82B7 #define GL_CAVEAT_SUPPORT 0x82B8 #define GL_IMAGE_CLASS_4_X_32 0x82B9 #define GL_IMAGE_CLASS_2_X_32 0x82BA #define GL_IMAGE_CLASS_1_X_32 0x82BB #define GL_IMAGE_CLASS_4_X_16 0x82BC #define GL_IMAGE_CLASS_2_X_16 0x82BD #define GL_IMAGE_CLASS_1_X_16 0x82BE #define GL_IMAGE_CLASS_4_X_8 0x82BF #define GL_IMAGE_CLASS_2_X_8 0x82C0 #define GL_IMAGE_CLASS_1_X_8 0x82C1 #define GL_IMAGE_CLASS_11_11_10 0x82C2 #define GL_IMAGE_CLASS_10_10_10_2 0x82C3 #define GL_VIEW_CLASS_128_BITS 0x82C4 #define GL_VIEW_CLASS_96_BITS 0x82C5 #define GL_VIEW_CLASS_64_BITS 0x82C6 #define GL_VIEW_CLASS_48_BITS 0x82C7 #define GL_VIEW_CLASS_32_BITS 0x82C8 #define GL_VIEW_CLASS_24_BITS 0x82C9 #define GL_VIEW_CLASS_16_BITS 0x82CA #define GL_VIEW_CLASS_8_BITS 0x82CB #define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC #define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD #define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE #define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF #define GL_VIEW_CLASS_RGTC1_RED 0x82D0 #define GL_VIEW_CLASS_RGTC2_RG 0x82D1 #define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 #define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 #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_VERTEX_SUBROUTINE 0x92E8 #define GL_TESS_CONTROL_SUBROUTINE 0x92E9 #define GL_TESS_EVALUATION_SUBROUTINE 0x92EA #define GL_GEOMETRY_SUBROUTINE 0x92EB #define GL_FRAGMENT_SUBROUTINE 0x92EC #define GL_COMPUTE_SUBROUTINE 0x92ED #define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE #define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF #define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 #define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 #define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 #define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 #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_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 #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_TESS_CONTROL_SHADER 0x9307 #define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 #define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 #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_LOCATION_INDEX 0x930F #define GL_IS_PER_PATCH 0x92E7 #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_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 #define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 #define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 #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_TEXTURE_BUFFER_OFFSET 0x919D #define GL_TEXTURE_BUFFER_SIZE 0x919E #define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F #define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB #define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC #define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD #define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE #define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF #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_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 #define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA #define GL_VERTEX_BINDING_BUFFER 0x8F4F #define GL_DISPLAY_LIST 0x82E7 #define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 #define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 #define GL_TEXTURE_BUFFER_BINDING 0x8C2A #define GL_MAP_PERSISTENT_BIT 0x0040 #define GL_MAP_COHERENT_BIT 0x0080 #define GL_DYNAMIC_STORAGE_BIT 0x0100 #define GL_CLIENT_STORAGE_BIT 0x0200 #define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 #define GL_BUFFER_IMMUTABLE_STORAGE 0x821F #define GL_BUFFER_STORAGE_FLAGS 0x8220 #define GL_CLEAR_TEXTURE 0x9365 #define GL_LOCATION_COMPONENT 0x934A #define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B #define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C #define GL_QUERY_BUFFER 0x9192 #define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 #define GL_QUERY_BUFFER_BINDING 0x9193 #define GL_QUERY_RESULT_NO_WAIT 0x9194 #define GL_MIRROR_CLAMP_TO_EDGE 0x8743 #define GL_CONTEXT_LOST 0x0507 #define GL_NEGATIVE_ONE_TO_ONE 0x935E #define GL_ZERO_TO_ONE 0x935F #define GL_CLIP_ORIGIN 0x935C #define GL_CLIP_DEPTH_MODE 0x935D #define GL_QUERY_WAIT_INVERTED 0x8E17 #define GL_QUERY_NO_WAIT_INVERTED 0x8E18 #define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 #define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A #define GL_MAX_CULL_DISTANCES 0x82F9 #define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA #define GL_TEXTURE_TARGET 0x1006 #define GL_QUERY_TARGET 0x82EA #define GL_GUILTY_CONTEXT_RESET 0x8253 #define GL_INNOCENT_CONTEXT_RESET 0x8254 #define GL_UNKNOWN_CONTEXT_RESET 0x8255 #define GL_RESET_NOTIFICATION_STRATEGY 0x8256 #define GL_LOSE_CONTEXT_ON_RESET 0x8252 #define GL_NO_RESET_NOTIFICATION 0x8261 #define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 #define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB #define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC #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)(); GLAPI PFNGLFINISHPROC glad_glFinish; #define glFinish glad_glFinish typedef void (APIENTRYP PFNGLFLUSHPROC)(); 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)(); 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 near, GLdouble far); 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 typedef void (APIENTRYP PFNGLNEWLISTPROC)(GLuint list, GLenum mode); GLAPI PFNGLNEWLISTPROC glad_glNewList; #define glNewList glad_glNewList typedef void (APIENTRYP PFNGLENDLISTPROC)(); GLAPI PFNGLENDLISTPROC glad_glEndList; #define glEndList glad_glEndList typedef void (APIENTRYP PFNGLCALLLISTPROC)(GLuint list); GLAPI PFNGLCALLLISTPROC glad_glCallList; #define glCallList glad_glCallList typedef void (APIENTRYP PFNGLCALLLISTSPROC)(GLsizei n, GLenum type, const void *lists); GLAPI PFNGLCALLLISTSPROC glad_glCallLists; #define glCallLists glad_glCallLists typedef void (APIENTRYP PFNGLDELETELISTSPROC)(GLuint list, GLsizei range); GLAPI PFNGLDELETELISTSPROC glad_glDeleteLists; #define glDeleteLists glad_glDeleteLists typedef GLuint (APIENTRYP PFNGLGENLISTSPROC)(GLsizei range); GLAPI PFNGLGENLISTSPROC glad_glGenLists; #define glGenLists glad_glGenLists typedef void (APIENTRYP PFNGLLISTBASEPROC)(GLuint base); GLAPI PFNGLLISTBASEPROC glad_glListBase; #define glListBase glad_glListBase typedef void (APIENTRYP PFNGLBEGINPROC)(GLenum mode); GLAPI PFNGLBEGINPROC glad_glBegin; #define glBegin glad_glBegin typedef void (APIENTRYP PFNGLBITMAPPROC)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); GLAPI PFNGLBITMAPPROC glad_glBitmap; #define glBitmap glad_glBitmap typedef void (APIENTRYP PFNGLCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); GLAPI PFNGLCOLOR3BPROC glad_glColor3b; #define glColor3b glad_glColor3b typedef void (APIENTRYP PFNGLCOLOR3BVPROC)(const GLbyte *v); GLAPI PFNGLCOLOR3BVPROC glad_glColor3bv; #define glColor3bv glad_glColor3bv typedef void (APIENTRYP PFNGLCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); GLAPI PFNGLCOLOR3DPROC glad_glColor3d; #define glColor3d glad_glColor3d typedef void (APIENTRYP PFNGLCOLOR3DVPROC)(const GLdouble *v); GLAPI PFNGLCOLOR3DVPROC glad_glColor3dv; #define glColor3dv glad_glColor3dv typedef void (APIENTRYP PFNGLCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); GLAPI PFNGLCOLOR3FPROC glad_glColor3f; #define glColor3f glad_glColor3f typedef void (APIENTRYP PFNGLCOLOR3FVPROC)(const GLfloat *v); GLAPI PFNGLCOLOR3FVPROC glad_glColor3fv; #define glColor3fv glad_glColor3fv typedef void (APIENTRYP PFNGLCOLOR3IPROC)(GLint red, GLint green, GLint blue); GLAPI PFNGLCOLOR3IPROC glad_glColor3i; #define glColor3i glad_glColor3i typedef void (APIENTRYP PFNGLCOLOR3IVPROC)(const GLint *v); GLAPI PFNGLCOLOR3IVPROC glad_glColor3iv; #define glColor3iv glad_glColor3iv typedef void (APIENTRYP PFNGLCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); GLAPI PFNGLCOLOR3SPROC glad_glColor3s; #define glColor3s glad_glColor3s typedef void (APIENTRYP PFNGLCOLOR3SVPROC)(const GLshort *v); GLAPI PFNGLCOLOR3SVPROC glad_glColor3sv; #define glColor3sv glad_glColor3sv typedef void (APIENTRYP PFNGLCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); GLAPI PFNGLCOLOR3UBPROC glad_glColor3ub; #define glColor3ub glad_glColor3ub typedef void (APIENTRYP PFNGLCOLOR3UBVPROC)(const GLubyte *v); GLAPI PFNGLCOLOR3UBVPROC glad_glColor3ubv; #define glColor3ubv glad_glColor3ubv typedef void (APIENTRYP PFNGLCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); GLAPI PFNGLCOLOR3UIPROC glad_glColor3ui; #define glColor3ui glad_glColor3ui typedef void (APIENTRYP PFNGLCOLOR3UIVPROC)(const GLuint *v); GLAPI PFNGLCOLOR3UIVPROC glad_glColor3uiv; #define glColor3uiv glad_glColor3uiv typedef void (APIENTRYP PFNGLCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); GLAPI PFNGLCOLOR3USPROC glad_glColor3us; #define glColor3us glad_glColor3us typedef void (APIENTRYP PFNGLCOLOR3USVPROC)(const GLushort *v); GLAPI PFNGLCOLOR3USVPROC glad_glColor3usv; #define glColor3usv glad_glColor3usv typedef void (APIENTRYP PFNGLCOLOR4BPROC)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); GLAPI PFNGLCOLOR4BPROC glad_glColor4b; #define glColor4b glad_glColor4b typedef void (APIENTRYP PFNGLCOLOR4BVPROC)(const GLbyte *v); GLAPI PFNGLCOLOR4BVPROC glad_glColor4bv; #define glColor4bv glad_glColor4bv typedef void (APIENTRYP PFNGLCOLOR4DPROC)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); GLAPI PFNGLCOLOR4DPROC glad_glColor4d; #define glColor4d glad_glColor4d typedef void (APIENTRYP PFNGLCOLOR4DVPROC)(const GLdouble *v); GLAPI PFNGLCOLOR4DVPROC glad_glColor4dv; #define glColor4dv glad_glColor4dv typedef void (APIENTRYP PFNGLCOLOR4FPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI PFNGLCOLOR4FPROC glad_glColor4f; #define glColor4f glad_glColor4f typedef void (APIENTRYP PFNGLCOLOR4FVPROC)(const GLfloat *v); GLAPI PFNGLCOLOR4FVPROC glad_glColor4fv; #define glColor4fv glad_glColor4fv typedef void (APIENTRYP PFNGLCOLOR4IPROC)(GLint red, GLint green, GLint blue, GLint alpha); GLAPI PFNGLCOLOR4IPROC glad_glColor4i; #define glColor4i glad_glColor4i typedef void (APIENTRYP PFNGLCOLOR4IVPROC)(const GLint *v); GLAPI PFNGLCOLOR4IVPROC glad_glColor4iv; #define glColor4iv glad_glColor4iv typedef void (APIENTRYP PFNGLCOLOR4SPROC)(GLshort red, GLshort green, GLshort blue, GLshort alpha); GLAPI PFNGLCOLOR4SPROC glad_glColor4s; #define glColor4s glad_glColor4s typedef void (APIENTRYP PFNGLCOLOR4SVPROC)(const GLshort *v); GLAPI PFNGLCOLOR4SVPROC glad_glColor4sv; #define glColor4sv glad_glColor4sv typedef void (APIENTRYP PFNGLCOLOR4UBPROC)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); GLAPI PFNGLCOLOR4UBPROC glad_glColor4ub; #define glColor4ub glad_glColor4ub typedef void (APIENTRYP PFNGLCOLOR4UBVPROC)(const GLubyte *v); GLAPI PFNGLCOLOR4UBVPROC glad_glColor4ubv; #define glColor4ubv glad_glColor4ubv typedef void (APIENTRYP PFNGLCOLOR4UIPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); GLAPI PFNGLCOLOR4UIPROC glad_glColor4ui; #define glColor4ui glad_glColor4ui typedef void (APIENTRYP PFNGLCOLOR4UIVPROC)(const GLuint *v); GLAPI PFNGLCOLOR4UIVPROC glad_glColor4uiv; #define glColor4uiv glad_glColor4uiv typedef void (APIENTRYP PFNGLCOLOR4USPROC)(GLushort red, GLushort green, GLushort blue, GLushort alpha); GLAPI PFNGLCOLOR4USPROC glad_glColor4us; #define glColor4us glad_glColor4us typedef void (APIENTRYP PFNGLCOLOR4USVPROC)(const GLushort *v); GLAPI PFNGLCOLOR4USVPROC glad_glColor4usv; #define glColor4usv glad_glColor4usv typedef void (APIENTRYP PFNGLEDGEFLAGPROC)(GLboolean flag); GLAPI PFNGLEDGEFLAGPROC glad_glEdgeFlag; #define glEdgeFlag glad_glEdgeFlag typedef void (APIENTRYP PFNGLEDGEFLAGVPROC)(const GLboolean *flag); GLAPI PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; #define glEdgeFlagv glad_glEdgeFlagv typedef void (APIENTRYP PFNGLENDPROC)(); GLAPI PFNGLENDPROC glad_glEnd; #define glEnd glad_glEnd typedef void (APIENTRYP PFNGLINDEXDPROC)(GLdouble c); GLAPI PFNGLINDEXDPROC glad_glIndexd; #define glIndexd glad_glIndexd typedef void (APIENTRYP PFNGLINDEXDVPROC)(const GLdouble *c); GLAPI PFNGLINDEXDVPROC glad_glIndexdv; #define glIndexdv glad_glIndexdv typedef void (APIENTRYP PFNGLINDEXFPROC)(GLfloat c); GLAPI PFNGLINDEXFPROC glad_glIndexf; #define glIndexf glad_glIndexf typedef void (APIENTRYP PFNGLINDEXFVPROC)(const GLfloat *c); GLAPI PFNGLINDEXFVPROC glad_glIndexfv; #define glIndexfv glad_glIndexfv typedef void (APIENTRYP PFNGLINDEXIPROC)(GLint c); GLAPI PFNGLINDEXIPROC glad_glIndexi; #define glIndexi glad_glIndexi typedef void (APIENTRYP PFNGLINDEXIVPROC)(const GLint *c); GLAPI PFNGLINDEXIVPROC glad_glIndexiv; #define glIndexiv glad_glIndexiv typedef void (APIENTRYP PFNGLINDEXSPROC)(GLshort c); GLAPI PFNGLINDEXSPROC glad_glIndexs; #define glIndexs glad_glIndexs typedef void (APIENTRYP PFNGLINDEXSVPROC)(const GLshort *c); GLAPI PFNGLINDEXSVPROC glad_glIndexsv; #define glIndexsv glad_glIndexsv typedef void (APIENTRYP PFNGLNORMAL3BPROC)(GLbyte nx, GLbyte ny, GLbyte nz); GLAPI PFNGLNORMAL3BPROC glad_glNormal3b; #define glNormal3b glad_glNormal3b typedef void (APIENTRYP PFNGLNORMAL3BVPROC)(const GLbyte *v); GLAPI PFNGLNORMAL3BVPROC glad_glNormal3bv; #define glNormal3bv glad_glNormal3bv typedef void (APIENTRYP PFNGLNORMAL3DPROC)(GLdouble nx, GLdouble ny, GLdouble nz); GLAPI PFNGLNORMAL3DPROC glad_glNormal3d; #define glNormal3d glad_glNormal3d typedef void (APIENTRYP PFNGLNORMAL3DVPROC)(const GLdouble *v); GLAPI PFNGLNORMAL3DVPROC glad_glNormal3dv; #define glNormal3dv glad_glNormal3dv typedef void (APIENTRYP PFNGLNORMAL3FPROC)(GLfloat nx, GLfloat ny, GLfloat nz); GLAPI PFNGLNORMAL3FPROC glad_glNormal3f; #define glNormal3f glad_glNormal3f typedef void (APIENTRYP PFNGLNORMAL3FVPROC)(const GLfloat *v); GLAPI PFNGLNORMAL3FVPROC glad_glNormal3fv; #define glNormal3fv glad_glNormal3fv typedef void (APIENTRYP PFNGLNORMAL3IPROC)(GLint nx, GLint ny, GLint nz); GLAPI PFNGLNORMAL3IPROC glad_glNormal3i; #define glNormal3i glad_glNormal3i typedef void (APIENTRYP PFNGLNORMAL3IVPROC)(const GLint *v); GLAPI PFNGLNORMAL3IVPROC glad_glNormal3iv; #define glNormal3iv glad_glNormal3iv typedef void (APIENTRYP PFNGLNORMAL3SPROC)(GLshort nx, GLshort ny, GLshort nz); GLAPI PFNGLNORMAL3SPROC glad_glNormal3s; #define glNormal3s glad_glNormal3s typedef void (APIENTRYP PFNGLNORMAL3SVPROC)(const GLshort *v); GLAPI PFNGLNORMAL3SVPROC glad_glNormal3sv; #define glNormal3sv glad_glNormal3sv typedef void (APIENTRYP PFNGLRASTERPOS2DPROC)(GLdouble x, GLdouble y); GLAPI PFNGLRASTERPOS2DPROC glad_glRasterPos2d; #define glRasterPos2d glad_glRasterPos2d typedef void (APIENTRYP PFNGLRASTERPOS2DVPROC)(const GLdouble *v); GLAPI PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; #define glRasterPos2dv glad_glRasterPos2dv typedef void (APIENTRYP PFNGLRASTERPOS2FPROC)(GLfloat x, GLfloat y); GLAPI PFNGLRASTERPOS2FPROC glad_glRasterPos2f; #define glRasterPos2f glad_glRasterPos2f typedef void (APIENTRYP PFNGLRASTERPOS2FVPROC)(const GLfloat *v); GLAPI PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; #define glRasterPos2fv glad_glRasterPos2fv typedef void (APIENTRYP PFNGLRASTERPOS2IPROC)(GLint x, GLint y); GLAPI PFNGLRASTERPOS2IPROC glad_glRasterPos2i; #define glRasterPos2i glad_glRasterPos2i typedef void (APIENTRYP PFNGLRASTERPOS2IVPROC)(const GLint *v); GLAPI PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; #define glRasterPos2iv glad_glRasterPos2iv typedef void (APIENTRYP PFNGLRASTERPOS2SPROC)(GLshort x, GLshort y); GLAPI PFNGLRASTERPOS2SPROC glad_glRasterPos2s; #define glRasterPos2s glad_glRasterPos2s typedef void (APIENTRYP PFNGLRASTERPOS2SVPROC)(const GLshort *v); GLAPI PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; #define glRasterPos2sv glad_glRasterPos2sv typedef void (APIENTRYP PFNGLRASTERPOS3DPROC)(GLdouble x, GLdouble y, 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PFNGLRASTERPOS3SPROC glad_glRasterPos3s; #define glRasterPos3s glad_glRasterPos3s typedef void (APIENTRYP PFNGLRASTERPOS3SVPROC)(const GLshort *v); GLAPI PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; #define glRasterPos3sv glad_glRasterPos3sv typedef void (APIENTRYP PFNGLRASTERPOS4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI PFNGLRASTERPOS4DPROC glad_glRasterPos4d; #define glRasterPos4d glad_glRasterPos4d typedef void (APIENTRYP PFNGLRASTERPOS4DVPROC)(const GLdouble *v); GLAPI PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; #define glRasterPos4dv glad_glRasterPos4dv typedef void (APIENTRYP PFNGLRASTERPOS4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); GLAPI PFNGLRASTERPOS4FPROC glad_glRasterPos4f; #define glRasterPos4f glad_glRasterPos4f typedef void (APIENTRYP PFNGLRASTERPOS4FVPROC)(const GLfloat *v); GLAPI PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; #define glRasterPos4fv glad_glRasterPos4fv typedef void (APIENTRYP PFNGLRASTERPOS4IPROC)(GLint x, GLint y, GLint z, GLint 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PFNGLLOADIDENTITYPROC glad_glLoadIdentity; #define glLoadIdentity glad_glLoadIdentity typedef void (APIENTRYP PFNGLLOADMATRIXFPROC)(const GLfloat *m); GLAPI PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; #define glLoadMatrixf glad_glLoadMatrixf typedef void (APIENTRYP PFNGLLOADMATRIXDPROC)(const GLdouble *m); GLAPI PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; #define glLoadMatrixd glad_glLoadMatrixd typedef void (APIENTRYP PFNGLMATRIXMODEPROC)(GLenum mode); GLAPI PFNGLMATRIXMODEPROC glad_glMatrixMode; #define glMatrixMode glad_glMatrixMode typedef void (APIENTRYP PFNGLMULTMATRIXFPROC)(const GLfloat *m); GLAPI PFNGLMULTMATRIXFPROC glad_glMultMatrixf; #define glMultMatrixf glad_glMultMatrixf typedef void (APIENTRYP PFNGLMULTMATRIXDPROC)(const GLdouble *m); GLAPI PFNGLMULTMATRIXDPROC glad_glMultMatrixd; #define glMultMatrixd glad_glMultMatrixd typedef void (APIENTRYP PFNGLORTHOPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GLAPI PFNGLORTHOPROC glad_glOrtho; #define glOrtho glad_glOrtho typedef void (APIENTRYP PFNGLPOPMATRIXPROC)(); GLAPI PFNGLPOPMATRIXPROC glad_glPopMatrix; #define glPopMatrix glad_glPopMatrix typedef void (APIENTRYP PFNGLPUSHMATRIXPROC)(); GLAPI PFNGLPUSHMATRIXPROC glad_glPushMatrix; #define glPushMatrix glad_glPushMatrix typedef void (APIENTRYP PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLROTATEDPROC glad_glRotated; #define glRotated glad_glRotated typedef void (APIENTRYP PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); GLAPI PFNGLROTATEFPROC glad_glRotatef; #define glRotatef glad_glRotatef typedef void (APIENTRYP PFNGLSCALEDPROC)(GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLSCALEDPROC glad_glScaled; #define glScaled glad_glScaled typedef void (APIENTRYP PFNGLSCALEFPROC)(GLfloat x, GLfloat y, GLfloat z); GLAPI PFNGLSCALEFPROC glad_glScalef; #define glScalef glad_glScalef typedef void (APIENTRYP PFNGLTRANSLATEDPROC)(GLdouble x, GLdouble y, GLdouble 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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 typedef void (APIENTRYP PFNGLARRAYELEMENTPROC)(GLint i); GLAPI PFNGLARRAYELEMENTPROC glad_glArrayElement; #define glArrayElement glad_glArrayElement typedef void (APIENTRYP PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLCOLORPOINTERPROC glad_glColorPointer; #define glColorPointer glad_glColorPointer typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC)(GLenum array); GLAPI PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; #define glDisableClientState glad_glDisableClientState typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void *pointer); GLAPI PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; #define glEdgeFlagPointer glad_glEdgeFlagPointer typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC)(GLenum array); GLAPI PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; #define glEnableClientState glad_glEnableClientState typedef void (APIENTRYP PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLINDEXPOINTERPROC glad_glIndexPointer; #define glIndexPointer glad_glIndexPointer typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void *pointer); GLAPI PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; #define glInterleavedArrays glad_glInterleavedArrays typedef void (APIENTRYP PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLNORMALPOINTERPROC glad_glNormalPointer; #define glNormalPointer glad_glNormalPointer typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; #define glTexCoordPointer glad_glTexCoordPointer typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLVERTEXPOINTERPROC glad_glVertexPointer; #define glVertexPointer glad_glVertexPointer typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint *textures, GLboolean *residences); GLAPI PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; #define glAreTexturesResident glad_glAreTexturesResident typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint *textures, const GLfloat *priorities); GLAPI PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; #define glPrioritizeTextures glad_glPrioritizeTextures typedef void (APIENTRYP PFNGLINDEXUBPROC)(GLubyte c); GLAPI PFNGLINDEXUBPROC glad_glIndexub; #define glIndexub glad_glIndexub typedef void (APIENTRYP PFNGLINDEXUBVPROC)(const GLubyte *c); GLAPI PFNGLINDEXUBVPROC glad_glIndexubv; #define glIndexubv glad_glIndexubv typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC)(); GLAPI PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; #define glPopClientAttrib glad_glPopClientAttrib typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask); GLAPI PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; #define glPushClientAttrib glad_glPushClientAttrib #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 typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture); GLAPI PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; #define glClientActiveTexture glad_glClientActiveTexture typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s); GLAPI PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; #define glMultiTexCoord1d glad_glMultiTexCoord1d typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; #define glMultiTexCoord1dv glad_glMultiTexCoord1dv typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s); GLAPI PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; #define glMultiTexCoord1f glad_glMultiTexCoord1f typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; #define glMultiTexCoord1fv glad_glMultiTexCoord1fv typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s); GLAPI PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; #define glMultiTexCoord1i glad_glMultiTexCoord1i typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; #define glMultiTexCoord1iv glad_glMultiTexCoord1iv typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s); GLAPI PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; #define glMultiTexCoord1s glad_glMultiTexCoord1s typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; #define glMultiTexCoord1sv glad_glMultiTexCoord1sv typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t); GLAPI PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; #define glMultiTexCoord2d glad_glMultiTexCoord2d typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; #define glMultiTexCoord2dv glad_glMultiTexCoord2dv typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t); GLAPI PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; #define glMultiTexCoord2f glad_glMultiTexCoord2f typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; #define glMultiTexCoord2fv glad_glMultiTexCoord2fv typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t); GLAPI PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; #define glMultiTexCoord2i glad_glMultiTexCoord2i typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; #define glMultiTexCoord2iv glad_glMultiTexCoord2iv typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t); GLAPI PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; #define glMultiTexCoord2s glad_glMultiTexCoord2s typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; #define glMultiTexCoord2sv glad_glMultiTexCoord2sv typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); GLAPI PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; #define glMultiTexCoord3d glad_glMultiTexCoord3d typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; #define glMultiTexCoord3dv glad_glMultiTexCoord3dv typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); GLAPI PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; #define glMultiTexCoord3f glad_glMultiTexCoord3f typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; #define glMultiTexCoord3fv glad_glMultiTexCoord3fv typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r); GLAPI PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; #define glMultiTexCoord3i glad_glMultiTexCoord3i typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; #define glMultiTexCoord3iv glad_glMultiTexCoord3iv typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r); GLAPI PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; #define glMultiTexCoord3s glad_glMultiTexCoord3s typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; #define glMultiTexCoord3sv glad_glMultiTexCoord3sv typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); GLAPI PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; #define glMultiTexCoord4d glad_glMultiTexCoord4d typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble *v); GLAPI PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; #define glMultiTexCoord4dv glad_glMultiTexCoord4dv typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); GLAPI PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; #define glMultiTexCoord4f glad_glMultiTexCoord4f typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat *v); GLAPI PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; #define glMultiTexCoord4fv glad_glMultiTexCoord4fv typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); GLAPI PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; #define glMultiTexCoord4i glad_glMultiTexCoord4i typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint *v); GLAPI PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; #define glMultiTexCoord4iv glad_glMultiTexCoord4iv typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); GLAPI PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; #define glMultiTexCoord4s glad_glMultiTexCoord4s typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort *v); GLAPI PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; #define glMultiTexCoord4sv glad_glMultiTexCoord4sv typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *m); GLAPI PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; #define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *m); GLAPI PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; #define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *m); GLAPI PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; #define glMultTransposeMatrixf glad_glMultTransposeMatrixf typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *m); GLAPI PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; #define glMultTransposeMatrixd glad_glMultTransposeMatrixd #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 PFNGLFOGCOORDFPROC)(GLfloat coord); GLAPI PFNGLFOGCOORDFPROC glad_glFogCoordf; #define glFogCoordf glad_glFogCoordf typedef void (APIENTRYP PFNGLFOGCOORDFVPROC)(const GLfloat *coord); GLAPI PFNGLFOGCOORDFVPROC glad_glFogCoordfv; #define glFogCoordfv glad_glFogCoordfv typedef void (APIENTRYP PFNGLFOGCOORDDPROC)(GLdouble coord); GLAPI PFNGLFOGCOORDDPROC glad_glFogCoordd; #define glFogCoordd glad_glFogCoordd typedef void (APIENTRYP PFNGLFOGCOORDDVPROC)(const GLdouble *coord); GLAPI PFNGLFOGCOORDDVPROC glad_glFogCoorddv; #define glFogCoorddv glad_glFogCoorddv typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; #define glFogCoordPointer glad_glFogCoordPointer typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); GLAPI PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; #define glSecondaryColor3b glad_glSecondaryColor3b typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte *v); GLAPI PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; #define glSecondaryColor3bv glad_glSecondaryColor3bv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); GLAPI PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; #define glSecondaryColor3d glad_glSecondaryColor3d typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble *v); GLAPI PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; #define glSecondaryColor3dv glad_glSecondaryColor3dv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); GLAPI PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; #define glSecondaryColor3f glad_glSecondaryColor3f typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat *v); GLAPI PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; #define glSecondaryColor3fv glad_glSecondaryColor3fv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue); GLAPI PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; #define glSecondaryColor3i glad_glSecondaryColor3i typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC)(const GLint *v); GLAPI PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; #define glSecondaryColor3iv glad_glSecondaryColor3iv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); GLAPI PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; #define glSecondaryColor3s glad_glSecondaryColor3s typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC)(const GLshort *v); GLAPI PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; #define glSecondaryColor3sv glad_glSecondaryColor3sv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); GLAPI PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; #define glSecondaryColor3ub glad_glSecondaryColor3ub typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte *v); GLAPI PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; #define glSecondaryColor3ubv glad_glSecondaryColor3ubv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); GLAPI PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; #define glSecondaryColor3ui glad_glSecondaryColor3ui typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint *v); GLAPI PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; #define glSecondaryColor3uiv glad_glSecondaryColor3uiv typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); GLAPI PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; #define glSecondaryColor3us glad_glSecondaryColor3us typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC)(const GLushort *v); GLAPI PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; #define glSecondaryColor3usv glad_glSecondaryColor3usv typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; #define glSecondaryColorPointer glad_glSecondaryColorPointer typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y); GLAPI PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; #define glWindowPos2d glad_glWindowPos2d typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC)(const GLdouble *v); GLAPI PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; #define glWindowPos2dv glad_glWindowPos2dv typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y); GLAPI PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; #define glWindowPos2f glad_glWindowPos2f typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC)(const GLfloat *v); GLAPI PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; #define glWindowPos2fv glad_glWindowPos2fv typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC)(GLint x, GLint y); GLAPI PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; #define glWindowPos2i glad_glWindowPos2i typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC)(const GLint *v); GLAPI PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; #define glWindowPos2iv glad_glWindowPos2iv typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y); GLAPI PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; #define glWindowPos2s glad_glWindowPos2s typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC)(const GLshort *v); GLAPI PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; #define glWindowPos2sv glad_glWindowPos2sv typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; #define glWindowPos3d glad_glWindowPos3d typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC)(const GLdouble *v); GLAPI PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; #define glWindowPos3dv glad_glWindowPos3dv typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); GLAPI PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; #define glWindowPos3f glad_glWindowPos3f typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC)(const GLfloat *v); GLAPI PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; #define glWindowPos3fv glad_glWindowPos3fv typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z); GLAPI PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; #define glWindowPos3i glad_glWindowPos3i typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC)(const GLint *v); GLAPI PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; #define glWindowPos3iv glad_glWindowPos3iv typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z); GLAPI PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; #define glWindowPos3s glad_glWindowPos3s typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC)(const GLshort *v); GLAPI PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; #define glWindowPos3sv glad_glWindowPos3sv 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)(); 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)(); 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)(); 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 bufSize, 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_VERSION_4_0 #define GL_VERSION_4_0 1 GLAPI int GLAD_GL_VERSION_4_0; typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC)(GLfloat value); GLAPI PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading; #define glMinSampleShading glad_glMinSampleShading typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC)(GLuint buf, GLenum mode); GLAPI PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi; #define glBlendEquationi glad_glBlendEquationi typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha); GLAPI PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei; #define glBlendEquationSeparatei glad_glBlendEquationSeparatei typedef void (APIENTRYP PFNGLBLENDFUNCIPROC)(GLuint buf, GLenum src, GLenum dst); GLAPI PFNGLBLENDFUNCIPROC glad_glBlendFunci; #define glBlendFunci glad_glBlendFunci typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GLAPI PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei; #define glBlendFuncSeparatei glad_glBlendFuncSeparatei 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 PFNGLUNIFORM1DPROC)(GLint location, GLdouble x); GLAPI PFNGLUNIFORM1DPROC glad_glUniform1d; #define glUniform1d glad_glUniform1d typedef void (APIENTRYP PFNGLUNIFORM2DPROC)(GLint location, GLdouble x, GLdouble y); GLAPI PFNGLUNIFORM2DPROC glad_glUniform2d; #define glUniform2d glad_glUniform2d typedef void (APIENTRYP PFNGLUNIFORM3DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLUNIFORM3DPROC glad_glUniform3d; #define glUniform3d glad_glUniform3d typedef void (APIENTRYP PFNGLUNIFORM4DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI PFNGLUNIFORM4DPROC glad_glUniform4d; #define glUniform4d glad_glUniform4d typedef void (APIENTRYP PFNGLUNIFORM1DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM1DVPROC glad_glUniform1dv; #define glUniform1dv glad_glUniform1dv typedef void (APIENTRYP PFNGLUNIFORM2DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM2DVPROC glad_glUniform2dv; #define glUniform2dv glad_glUniform2dv typedef void (APIENTRYP PFNGLUNIFORM3DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM3DVPROC glad_glUniform3dv; #define glUniform3dv glad_glUniform3dv typedef void (APIENTRYP PFNGLUNIFORM4DVPROC)(GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLUNIFORM4DVPROC glad_glUniform4dv; #define glUniform4dv glad_glUniform4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv; #define glUniformMatrix2dv glad_glUniformMatrix2dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv; #define glUniformMatrix3dv glad_glUniformMatrix3dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv; #define glUniformMatrix4dv glad_glUniformMatrix4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv; #define glUniformMatrix2x3dv glad_glUniformMatrix2x3dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv; #define glUniformMatrix2x4dv glad_glUniformMatrix2x4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv; #define glUniformMatrix3x2dv glad_glUniformMatrix3x2dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv; #define glUniformMatrix3x4dv glad_glUniformMatrix3x4dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv; #define glUniformMatrix4x2dv glad_glUniformMatrix4x2dv typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv; #define glUniformMatrix4x3dv glad_glUniformMatrix4x3dv typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC)(GLuint program, GLint location, GLdouble *params); GLAPI PFNGLGETUNIFORMDVPROC glad_glGetUniformdv; #define glGetUniformdv glad_glGetUniformdv typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)(GLuint program, GLenum shadertype, const GLchar *name); GLAPI PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation; #define glGetSubroutineUniformLocation glad_glGetSubroutineUniformLocation typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC)(GLuint program, GLenum shadertype, const GLchar *name); GLAPI PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex; #define glGetSubroutineIndex glad_glGetSubroutineIndex typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv; #define glGetActiveSubroutineUniformiv glad_glGetActiveSubroutineUniformiv typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName; #define glGetActiveSubroutineUniformName glad_glGetActiveSubroutineUniformName typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); GLAPI PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName; #define glGetActiveSubroutineName glad_glGetActiveSubroutineName typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC)(GLenum shadertype, GLsizei count, const GLuint *indices); GLAPI PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv; #define glUniformSubroutinesuiv glad_glUniformSubroutinesuiv typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC)(GLenum shadertype, GLint location, GLuint *params); GLAPI PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv; #define glGetUniformSubroutineuiv glad_glGetUniformSubroutineuiv typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC)(GLuint program, GLenum shadertype, GLenum pname, GLint *values); GLAPI PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv; #define glGetProgramStageiv glad_glGetProgramStageiv typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC)(GLenum pname, GLint value); GLAPI PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri; #define glPatchParameteri glad_glPatchParameteri typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC)(GLenum pname, const GLfloat *values); GLAPI PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv; #define glPatchParameterfv glad_glPatchParameterfv 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)(); GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback; #define glPauseTransformFeedback glad_glPauseTransformFeedback typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(); GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback; #define glResumeTransformFeedback glad_glResumeTransformFeedback typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC)(GLenum mode, GLuint id); GLAPI PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback; #define glDrawTransformFeedback glad_glDrawTransformFeedback typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)(GLenum mode, GLuint id, GLuint stream); GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream; #define glDrawTransformFeedbackStream glad_glDrawTransformFeedbackStream typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC)(GLenum target, GLuint index, GLuint id); GLAPI PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed; #define glBeginQueryIndexed glad_glBeginQueryIndexed typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC)(GLenum target, GLuint index); GLAPI PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed; #define glEndQueryIndexed glad_glEndQueryIndexed typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC)(GLenum target, GLuint index, GLenum pname, GLint *params); GLAPI PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv; #define glGetQueryIndexediv glad_glGetQueryIndexediv #endif #ifndef GL_VERSION_4_1 #define GL_VERSION_4_1 1 GLAPI int GLAD_GL_VERSION_4_1; typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(); 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 typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat; #define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f); GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef; #define glDepthRangef glad_glDepthRangef typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d); GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf; #define glClearDepthf glad_glClearDepthf 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 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 PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv; #define glProgramUniform1iv glad_glProgramUniform1iv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0); GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f; #define glProgramUniform1f glad_glProgramUniform1f typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv; #define glProgramUniform1fv glad_glProgramUniform1fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC)(GLuint program, GLint location, GLdouble v0); GLAPI PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d; #define glProgramUniform1d glad_glProgramUniform1d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv; #define glProgramUniform1dv glad_glProgramUniform1dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0); GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui; #define glProgramUniform1ui glad_glProgramUniform1ui typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv; #define glProgramUniform1uiv glad_glProgramUniform1uiv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1); GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i; #define glProgramUniform2i glad_glProgramUniform2i typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv; #define glProgramUniform2iv glad_glProgramUniform2iv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1); GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f; #define glProgramUniform2f glad_glProgramUniform2f typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv; #define glProgramUniform2fv glad_glProgramUniform2fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1); GLAPI PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d; #define glProgramUniform2d glad_glProgramUniform2d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv; #define glProgramUniform2dv glad_glProgramUniform2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1); GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui; #define glProgramUniform2ui glad_glProgramUniform2ui typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv; #define glProgramUniform2uiv glad_glProgramUniform2uiv 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 PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv; #define glProgramUniform3iv glad_glProgramUniform3iv 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 PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv; #define glProgramUniform3fv glad_glProgramUniform3fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); GLAPI PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d; #define glProgramUniform3d glad_glProgramUniform3d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv; #define glProgramUniform3dv glad_glProgramUniform3dv 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 PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv; #define glProgramUniform3uiv glad_glProgramUniform3uiv 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 PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value); GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv; #define glProgramUniform4iv glad_glProgramUniform4iv 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 PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value); GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv; #define glProgramUniform4fv glad_glProgramUniform4fv typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); GLAPI PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d; #define glProgramUniform4d glad_glProgramUniform4d typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv; #define glProgramUniform4dv glad_glProgramUniform4dv 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 PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value); GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv; #define glProgramUniform4uiv glad_glProgramUniform4uiv 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 PFNGLPROGRAMUNIFORMMATRIX2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv; #define glProgramUniformMatrix2dv glad_glProgramUniformMatrix2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv; #define glProgramUniformMatrix3dv glad_glProgramUniformMatrix3dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv; #define glProgramUniformMatrix4dv glad_glProgramUniformMatrix4dv 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 PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv; #define glProgramUniformMatrix2x3dv glad_glProgramUniformMatrix2x3dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv; #define glProgramUniformMatrix3x2dv glad_glProgramUniformMatrix3x2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv; #define glProgramUniformMatrix2x4dv glad_glProgramUniformMatrix2x4dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv; #define glProgramUniformMatrix4x2dv glad_glProgramUniformMatrix4x2dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv; #define glProgramUniformMatrix3x4dv glad_glProgramUniformMatrix3x4dv typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv; #define glProgramUniformMatrix4x3dv glad_glProgramUniformMatrix4x3dv 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 PFNGLVERTEXATTRIBL1DPROC)(GLuint index, GLdouble x); GLAPI PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d; #define glVertexAttribL1d glad_glVertexAttribL1d typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC)(GLuint index, GLdouble x, GLdouble y); GLAPI PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d; #define glVertexAttribL2d glad_glVertexAttribL2d typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); GLAPI PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d; #define glVertexAttribL3d glad_glVertexAttribL3d typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); GLAPI PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d; #define glVertexAttribL4d glad_glVertexAttribL4d typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv; #define glVertexAttribL1dv glad_glVertexAttribL1dv typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv; #define glVertexAttribL2dv glad_glVertexAttribL2dv typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv; #define glVertexAttribL3dv glad_glVertexAttribL3dv typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC)(GLuint index, const GLdouble *v); GLAPI PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv; #define glVertexAttribL4dv glad_glVertexAttribL4dv typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); GLAPI PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer; #define glVertexAttribLPointer glad_glVertexAttribLPointer typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC)(GLuint index, GLenum pname, GLdouble *params); GLAPI PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv; #define glGetVertexAttribLdv glad_glGetVertexAttribLdv typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC)(GLuint first, GLsizei count, const GLfloat *v); GLAPI PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv; #define glViewportArrayv glad_glViewportArrayv typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); GLAPI PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf; #define glViewportIndexedf glad_glViewportIndexedf typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC)(GLuint index, const GLfloat *v); GLAPI PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv; #define glViewportIndexedfv glad_glViewportIndexedfv typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC)(GLuint first, GLsizei count, const GLint *v); GLAPI PFNGLSCISSORARRAYVPROC glad_glScissorArrayv; #define glScissorArrayv glad_glScissorArrayv typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); GLAPI PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed; #define glScissorIndexed glad_glScissorIndexed typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC)(GLuint index, const GLint *v); GLAPI PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv; #define glScissorIndexedv glad_glScissorIndexedv typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC)(GLuint first, GLsizei count, const GLdouble *v); GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv; #define glDepthRangeArrayv glad_glDepthRangeArrayv typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f); GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed; #define glDepthRangeIndexed glad_glDepthRangeIndexed typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data); GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v; #define glGetFloati_v glad_glGetFloati_v typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC)(GLenum target, GLuint index, GLdouble *data); GLAPI PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v; #define glGetDoublei_v glad_glGetDoublei_v #endif #ifndef GL_VERSION_4_2 #define GL_VERSION_4_2 1 GLAPI int GLAD_GL_VERSION_4_2; typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); GLAPI PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance; #define glDrawArraysInstancedBaseInstance glad_glDrawArraysInstancedBaseInstance typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance; #define glDrawElementsInstancedBaseInstance glad_glDrawElementsInstancedBaseInstance typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance; #define glDrawElementsInstancedBaseVertexBaseInstance glad_glDrawElementsInstancedBaseVertexBaseInstance typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ; #define glGetInternalformativ glad_glGetInternalformativ typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); GLAPI PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv; #define glGetActiveAtomicCounterBufferiv glad_glGetActiveAtomicCounterBufferiv 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 PFNGLTEXSTORAGE1DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D; #define glTexStorage1D glad_glTexStorage1D 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 PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)(GLenum mode, GLuint id, GLsizei instancecount); GLAPI PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced; #define glDrawTransformFeedbackInstanced glad_glDrawTransformFeedbackInstanced typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced; #define glDrawTransformFeedbackStreamInstanced glad_glDrawTransformFeedbackStreamInstanced #endif #ifndef GL_VERSION_4_3 #define GL_VERSION_4_3 1 GLAPI int GLAD_GL_VERSION_4_3; typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC)(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData; #define glClearBufferData glad_glClearBufferData typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC)(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData; #define glClearBufferSubData glad_glClearBufferSubData 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 PFNGLCOPYIMAGESUBDATAPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); GLAPI PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData; #define glCopyImageSubData glad_glCopyImageSubData 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 PFNGLGETINTERNALFORMATI64VPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params); GLAPI PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v; #define glGetInternalformati64v glad_glGetInternalformati64v typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); GLAPI PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage; #define glInvalidateTexSubImage glad_glInvalidateTexSubImage typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC)(GLuint texture, GLint level); GLAPI PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage; #define glInvalidateTexImage glad_glInvalidateTexImage typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); GLAPI PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData; #define glInvalidateBufferSubData glad_glInvalidateBufferSubData typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC)(GLuint buffer); GLAPI PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData; #define glInvalidateBufferData glad_glInvalidateBufferData 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 PFNGLMULTIDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); GLAPI PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect; #define glMultiDrawArraysIndirect glad_glMultiDrawArraysIndirect typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect; #define glMultiDrawElementsIndirect glad_glMultiDrawElementsIndirect 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 bufSize, 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 GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name); GLAPI PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex; #define glGetProgramResourceLocationIndex glad_glGetProgramResourceLocationIndex typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); GLAPI PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding; #define glShaderStorageBlockBinding glad_glShaderStorageBlockBinding typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange; #define glTexBufferRange glad_glTexBufferRange 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 PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample; #define glTexStorage3DMultisample glad_glTexStorage3DMultisample typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); GLAPI PFNGLTEXTUREVIEWPROC glad_glTextureView; #define glTextureView glad_glTextureView 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 PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat; #define glVertexAttribLFormat glad_glVertexAttribLFormat 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 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)(); 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 #endif #ifndef GL_VERSION_4_4 #define GL_VERSION_4_4 1 GLAPI int GLAD_GL_VERSION_4_4; typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC)(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); GLAPI PFNGLBUFFERSTORAGEPROC glad_glBufferStorage; #define glBufferStorage glad_glBufferStorage typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage; #define glClearTexImage glad_glClearTexImage typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage; #define glClearTexSubImage glad_glClearTexSubImage typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers); GLAPI PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase; #define glBindBuffersBase glad_glBindBuffersBase typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); GLAPI PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange; #define glBindBuffersRange glad_glBindBuffersRange typedef void (APIENTRYP PFNGLBINDTEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); GLAPI PFNGLBINDTEXTURESPROC glad_glBindTextures; #define glBindTextures glad_glBindTextures typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC)(GLuint first, GLsizei count, const GLuint *samplers); GLAPI PFNGLBINDSAMPLERSPROC glad_glBindSamplers; #define glBindSamplers glad_glBindSamplers typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures); GLAPI PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures; #define glBindImageTextures glad_glBindImageTextures typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC)(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); GLAPI PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers; #define glBindVertexBuffers glad_glBindVertexBuffers #endif #ifndef GL_VERSION_4_5 #define GL_VERSION_4_5 1 GLAPI int GLAD_GL_VERSION_4_5; typedef void (APIENTRYP PFNGLCLIPCONTROLPROC)(GLenum origin, GLenum depth); GLAPI PFNGLCLIPCONTROLPROC glad_glClipControl; #define glClipControl glad_glClipControl typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids); GLAPI PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks; #define glCreateTransformFeedbacks glad_glCreateTransformFeedbacks typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)(GLuint xfb, GLuint index, GLuint buffer); GLAPI PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase; #define glTransformFeedbackBufferBase glad_glTransformFeedbackBufferBase typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange; #define glTransformFeedbackBufferRange glad_glTransformFeedbackBufferRange typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC)(GLuint xfb, GLenum pname, GLint *param); GLAPI PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv; #define glGetTransformFeedbackiv glad_glGetTransformFeedbackiv typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint *param); GLAPI PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v; #define glGetTransformFeedbacki_v glad_glGetTransformFeedbacki_v typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint64 *param); GLAPI PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v; #define glGetTransformFeedbacki64_v glad_glGetTransformFeedbacki64_v typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC)(GLsizei n, GLuint *buffers); GLAPI PFNGLCREATEBUFFERSPROC glad_glCreateBuffers; #define glCreateBuffers glad_glCreateBuffers typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); GLAPI PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage; #define glNamedBufferStorage glad_glNamedBufferStorage typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); GLAPI PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData; #define glNamedBufferData glad_glNamedBufferData typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); GLAPI PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData; #define glNamedBufferSubData glad_glNamedBufferSubData typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); GLAPI PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData; #define glCopyNamedBufferSubData glad_glCopyNamedBufferSubData typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData; #define glClearNamedBufferData glad_glClearNamedBufferData typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); GLAPI PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData; #define glClearNamedBufferSubData glad_glClearNamedBufferSubData typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERPROC)(GLuint buffer, GLenum access); GLAPI PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer; #define glMapNamedBuffer glad_glMapNamedBuffer typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); GLAPI PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange; #define glMapNamedBufferRange glad_glMapNamedBufferRange typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC)(GLuint buffer); GLAPI PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer; #define glUnmapNamedBuffer glad_glUnmapNamedBuffer typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length); GLAPI PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange; #define glFlushMappedNamedBufferRange glad_glFlushMappedNamedBufferRange typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC)(GLuint buffer, GLenum pname, GLint *params); GLAPI PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv; #define glGetNamedBufferParameteriv glad_glGetNamedBufferParameteriv typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)(GLuint buffer, GLenum pname, GLint64 *params); GLAPI PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v; #define glGetNamedBufferParameteri64v glad_glGetNamedBufferParameteri64v typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC)(GLuint buffer, GLenum pname, void **params); GLAPI PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv; #define glGetNamedBufferPointerv glad_glGetNamedBufferPointerv typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); GLAPI PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData; #define glGetNamedBufferSubData glad_glGetNamedBufferSubData typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); GLAPI PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers; #define glCreateFramebuffers glad_glCreateFramebuffers typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GLAPI PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer; #define glNamedFramebufferRenderbuffer glad_glNamedFramebufferRenderbuffer typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)(GLuint framebuffer, GLenum pname, GLint param); GLAPI PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri; #define glNamedFramebufferParameteri glad_glNamedFramebufferParameteri typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); GLAPI PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture; #define glNamedFramebufferTexture glad_glNamedFramebufferTexture typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer; #define glNamedFramebufferTextureLayer glad_glNamedFramebufferTextureLayer typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)(GLuint framebuffer, GLenum buf); GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer; #define glNamedFramebufferDrawBuffer glad_glNamedFramebufferDrawBuffer typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)(GLuint framebuffer, GLsizei n, const GLenum *bufs); GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers; #define glNamedFramebufferDrawBuffers glad_glNamedFramebufferDrawBuffers typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)(GLuint framebuffer, GLenum src); GLAPI PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer; #define glNamedFramebufferReadBuffer glad_glNamedFramebufferReadBuffer typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData; #define glInvalidateNamedFramebufferData glad_glInvalidateNamedFramebufferData typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData; #define glInvalidateNamedFramebufferSubData glad_glInvalidateNamedFramebufferSubData typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv; #define glClearNamedFramebufferiv glad_glClearNamedFramebufferiv typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv; #define glClearNamedFramebufferuiv glad_glClearNamedFramebufferuiv typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv; #define glClearNamedFramebufferfv glad_glClearNamedFramebufferfv typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi; #define glClearNamedFramebufferfi glad_glClearNamedFramebufferfi typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC)(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); GLAPI PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer; #define glBlitNamedFramebuffer glad_glBlitNamedFramebuffer typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)(GLuint framebuffer, GLenum target); GLAPI PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus; #define glCheckNamedFramebufferStatus glad_glCheckNamedFramebufferStatus typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)(GLuint framebuffer, GLenum pname, GLint *param); GLAPI PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv; #define glGetNamedFramebufferParameteriv glad_glGetNamedFramebufferParameteriv typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); GLAPI PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv; #define glGetNamedFramebufferAttachmentParameteriv glad_glGetNamedFramebufferAttachmentParameteriv typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); GLAPI PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers; #define glCreateRenderbuffers glad_glCreateRenderbuffers typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage; #define glNamedRenderbufferStorage glad_glNamedRenderbufferStorage typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample; #define glNamedRenderbufferStorageMultisample glad_glNamedRenderbufferStorageMultisample typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)(GLuint renderbuffer, GLenum pname, GLint *params); GLAPI PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv; #define glGetNamedRenderbufferParameteriv glad_glGetNamedRenderbufferParameteriv typedef void (APIENTRYP PFNGLCREATETEXTURESPROC)(GLenum target, GLsizei n, GLuint *textures); GLAPI PFNGLCREATETEXTURESPROC glad_glCreateTextures; #define glCreateTextures glad_glCreateTextures typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC)(GLuint texture, GLenum internalformat, GLuint buffer); GLAPI PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer; #define glTextureBuffer glad_glTextureBuffer typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC)(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); GLAPI PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange; #define glTextureBufferRange glad_glTextureBufferRange typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); GLAPI PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D; #define glTextureStorage1D glad_glTextureStorage1D typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GLAPI PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D; #define glTextureStorage2D glad_glTextureStorage2D typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GLAPI PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D; #define glTextureStorage3D glad_glTextureStorage3D typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); GLAPI PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample; #define glTextureStorage2DMultisample glad_glTextureStorage2DMultisample typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); GLAPI PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample; #define glTextureStorage3DMultisample glad_glTextureStorage3DMultisample typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); GLAPI PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D; #define glTextureSubImage1D glad_glTextureSubImage1D typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D; #define glTextureSubImage2D glad_glTextureSubImage2D typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); GLAPI PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D; #define glTextureSubImage3D glad_glTextureSubImage3D typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D; #define glCompressedTextureSubImage1D glad_glCompressedTextureSubImage1D typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D; #define glCompressedTextureSubImage2D glad_glCompressedTextureSubImage2D typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D; #define glCompressedTextureSubImage3D glad_glCompressedTextureSubImage3D typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); GLAPI PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D; #define glCopyTextureSubImage1D glad_glCopyTextureSubImage1D typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D; #define glCopyTextureSubImage2D glad_glCopyTextureSubImage2D typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLAPI PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D; #define glCopyTextureSubImage3D glad_glCopyTextureSubImage3D typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC)(GLuint texture, GLenum pname, GLfloat param); GLAPI PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf; #define glTextureParameterf glad_glTextureParameterf typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, const GLfloat *param); GLAPI PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv; #define glTextureParameterfv glad_glTextureParameterfv typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC)(GLuint texture, GLenum pname, GLint param); GLAPI PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri; #define glTextureParameteri glad_glTextureParameteri typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, const GLint *params); GLAPI PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv; #define glTextureParameterIiv glad_glTextureParameterIiv typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, const GLuint *params); GLAPI PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv; #define glTextureParameterIuiv glad_glTextureParameterIuiv typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, const GLint *param); GLAPI PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv; #define glTextureParameteriv glad_glTextureParameteriv typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC)(GLuint texture); GLAPI PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap; #define glGenerateTextureMipmap glad_glGenerateTextureMipmap typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC)(GLuint unit, GLuint texture); GLAPI PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit; #define glBindTextureUnit glad_glBindTextureUnit typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage; #define glGetTextureImage glad_glGetTextureImage typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLsizei bufSize, void *pixels); GLAPI PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage; #define glGetCompressedTextureImage glad_glGetCompressedTextureImage typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC)(GLuint texture, GLint level, GLenum pname, GLfloat *params); GLAPI PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv; #define glGetTextureLevelParameterfv glad_glGetTextureLevelParameterfv typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC)(GLuint texture, GLint level, GLenum pname, GLint *params); GLAPI PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv; #define glGetTextureLevelParameteriv glad_glGetTextureLevelParameteriv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, GLfloat *params); GLAPI PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv; #define glGetTextureParameterfv glad_glGetTextureParameterfv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, GLint *params); GLAPI PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv; #define glGetTextureParameterIiv glad_glGetTextureParameterIiv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, GLuint *params); GLAPI PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv; #define glGetTextureParameterIuiv glad_glGetTextureParameterIuiv typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, GLint *params); GLAPI PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv; #define glGetTextureParameteriv glad_glGetTextureParameteriv typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); GLAPI PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays; #define glCreateVertexArrays glad_glCreateVertexArrays typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); GLAPI PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib; #define glDisableVertexArrayAttrib glad_glDisableVertexArrayAttrib typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index); GLAPI PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib; #define glEnableVertexArrayAttrib glad_glEnableVertexArrayAttrib typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC)(GLuint vaobj, GLuint buffer); GLAPI PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer; #define glVertexArrayElementBuffer glad_glVertexArrayElementBuffer typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); GLAPI PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer; #define glVertexArrayVertexBuffer glad_glVertexArrayVertexBuffer typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC)(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); GLAPI PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers; #define glVertexArrayVertexBuffers glad_glVertexArrayVertexBuffers typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex); GLAPI PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding; #define glVertexArrayAttribBinding glad_glVertexArrayAttribBinding typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); GLAPI PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat; #define glVertexArrayAttribFormat glad_glVertexArrayAttribFormat typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat; #define glVertexArrayAttribIFormat glad_glVertexArrayAttribIFormat typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); GLAPI PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat; #define glVertexArrayAttribLFormat glad_glVertexArrayAttribLFormat typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor); GLAPI PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor; #define glVertexArrayBindingDivisor glad_glVertexArrayBindingDivisor typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC)(GLuint vaobj, GLenum pname, GLint *param); GLAPI PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv; #define glGetVertexArrayiv glad_glGetVertexArrayiv typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint *param); GLAPI PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv; #define glGetVertexArrayIndexediv glad_glGetVertexArrayIndexediv typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); GLAPI PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv; #define glGetVertexArrayIndexed64iv glad_glGetVertexArrayIndexed64iv typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC)(GLsizei n, GLuint *samplers); GLAPI PFNGLCREATESAMPLERSPROC glad_glCreateSamplers; #define glCreateSamplers glad_glCreateSamplers typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines); GLAPI PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines; #define glCreateProgramPipelines glad_glCreateProgramPipelines typedef void (APIENTRYP PFNGLCREATEQUERIESPROC)(GLenum target, GLsizei n, GLuint *ids); GLAPI PFNGLCREATEQUERIESPROC glad_glCreateQueries; #define glCreateQueries glad_glCreateQueries typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v; #define glGetQueryBufferObjecti64v glad_glGetQueryBufferObjecti64v typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv; #define glGetQueryBufferObjectiv glad_glGetQueryBufferObjectiv typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v; #define glGetQueryBufferObjectui64v glad_glGetQueryBufferObjectui64v typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset); GLAPI PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv; #define glGetQueryBufferObjectuiv glad_glGetQueryBufferObjectuiv typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers); GLAPI PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion; #define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage; #define glGetTextureSubImage glad_glGetTextureSubImage typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); GLAPI PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage; #define glGetCompressedTextureSubImage glad_glGetCompressedTextureSubImage typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC)(); GLAPI PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus; #define glGetGraphicsResetStatus glad_glGetGraphicsResetStatus typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint lod, GLsizei bufSize, void *pixels); GLAPI PFNGLGETNCOMPRESSEDTEXIMAGEPROC glad_glGetnCompressedTexImage; #define glGetnCompressedTexImage glad_glGetnCompressedTexImage typedef void (APIENTRYP PFNGLGETNTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); GLAPI PFNGLGETNTEXIMAGEPROC glad_glGetnTexImage; #define glGetnTexImage glad_glGetnTexImage typedef void (APIENTRYP PFNGLGETNUNIFORMDVPROC)(GLuint program, GLint location, GLsizei bufSize, GLdouble *params); GLAPI PFNGLGETNUNIFORMDVPROC glad_glGetnUniformdv; #define glGetnUniformdv glad_glGetnUniformdv typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params); GLAPI PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv; #define glGetnUniformfv glad_glGetnUniformfv typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params); GLAPI PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv; #define glGetnUniformiv glad_glGetnUniformiv typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint *params); GLAPI PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv; #define glGetnUniformuiv glad_glGetnUniformuiv typedef void (APIENTRYP PFNGLREADNPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); GLAPI PFNGLREADNPIXELSPROC glad_glReadnPixels; #define glReadnPixels glad_glReadnPixels typedef void (APIENTRYP PFNGLGETNMAPDVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); GLAPI PFNGLGETNMAPDVPROC glad_glGetnMapdv; #define glGetnMapdv glad_glGetnMapdv typedef void (APIENTRYP PFNGLGETNMAPFVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); GLAPI PFNGLGETNMAPFVPROC glad_glGetnMapfv; #define glGetnMapfv glad_glGetnMapfv typedef void (APIENTRYP PFNGLGETNMAPIVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLint *v); GLAPI PFNGLGETNMAPIVPROC glad_glGetnMapiv; #define glGetnMapiv glad_glGetnMapiv typedef void (APIENTRYP PFNGLGETNPIXELMAPFVPROC)(GLenum map, GLsizei bufSize, GLfloat *values); GLAPI PFNGLGETNPIXELMAPFVPROC glad_glGetnPixelMapfv; #define glGetnPixelMapfv glad_glGetnPixelMapfv typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVPROC)(GLenum map, GLsizei bufSize, GLuint *values); GLAPI PFNGLGETNPIXELMAPUIVPROC glad_glGetnPixelMapuiv; #define glGetnPixelMapuiv glad_glGetnPixelMapuiv typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVPROC)(GLenum map, GLsizei bufSize, GLushort *values); GLAPI PFNGLGETNPIXELMAPUSVPROC glad_glGetnPixelMapusv; #define glGetnPixelMapusv glad_glGetnPixelMapusv typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEPROC)(GLsizei bufSize, GLubyte *pattern); GLAPI PFNGLGETNPOLYGONSTIPPLEPROC glad_glGetnPolygonStipple; #define glGetnPolygonStipple glad_glGetnPolygonStipple typedef void (APIENTRYP PFNGLGETNCOLORTABLEPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); GLAPI PFNGLGETNCOLORTABLEPROC glad_glGetnColorTable; #define glGetnColorTable glad_glGetnColorTable typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); GLAPI PFNGLGETNCONVOLUTIONFILTERPROC glad_glGetnConvolutionFilter; #define glGetnConvolutionFilter glad_glGetnConvolutionFilter typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); GLAPI PFNGLGETNSEPARABLEFILTERPROC glad_glGetnSeparableFilter; #define glGetnSeparableFilter glad_glGetnSeparableFilter typedef void (APIENTRYP PFNGLGETNHISTOGRAMPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); GLAPI PFNGLGETNHISTOGRAMPROC glad_glGetnHistogram; #define glGetnHistogram glad_glGetnHistogram typedef void (APIENTRYP PFNGLGETNMINMAXPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); GLAPI PFNGLGETNMINMAXPROC glad_glGetnMinmax; #define glGetnMinmax glad_glGetnMinmax typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC)(); GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier; #define glTextureBarrier glad_glTextureBarrier #endif #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 #ifndef GL_KHR_debug #define GL_KHR_debug 1 GLAPI int GLAD_GL_KHR_debug; 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)(); 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 #ifdef __cplusplus } #endif #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/sim2.hpp
.hpp
24,297
728
/// @file /// Similarity group Sim(2) - scaling, rotation and translation in 2d. #ifndef SOPHUS_SIM2_HPP #define SOPHUS_SIM2_HPP #include "rxso2.hpp" #include "sim_details.hpp" namespace Sophus { template <class Scalar_, int Options = 0> class Sim2; using Sim2d = Sim2<double>; using Sim2f = Sim2<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options> struct traits<Sophus::Sim2<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Sophus::Vector2<Scalar, Options>; using RxSO2Type = Sophus::RxSO2<Scalar, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::Sim2<Scalar_>, Options>> : traits<Sophus::Sim2<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector2<Scalar>, Options>; using RxSO2Type = Map<Sophus::RxSO2<Scalar>, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::Sim2<Scalar_> const, Options>> : traits<Sophus::Sim2<Scalar_, Options> const> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector2<Scalar> const, Options>; using RxSO2Type = Map<Sophus::RxSO2<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// Sim2 base type - implements Sim2 class but is storage agnostic. /// /// Sim(2) is the group of rotations and translation and scaling in 2d. It is /// the semi-direct product of R+xSO(2) and the 2d Euclidean vector space. The /// class is represented using a composition of RxSO2 for scaling plus /// rotation and a 2-vector for translation. /// /// Sim(2) is neither compact, nor a commutative group. /// /// See RxSO2 for more details of the scaling + rotation representation in 2d. /// template <class Derived> class Sim2Base { public: using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using TranslationType = typename Eigen::internal::traits<Derived>::TranslationType; using RxSO2Type = typename Eigen::internal::traits<Derived>::RxSO2Type; /// Degrees of freedom of manifold, number of dimensions in tangent space /// (two for translation, one for rotation and one for scaling). static int constexpr DoF = 4; /// Number of internal parameters used (2-tuple for complex number, two for /// translation). static int constexpr num_parameters = 4; /// Group transformations are 3x3 matrices. static int constexpr N = 3; using Transformation = Matrix<Scalar, N, N>; using Point = Vector2<Scalar>; using HomogeneousPoint = Vector3<Scalar>; using Line = ParametrizedLine2<Scalar>; using Tangent = Vector<Scalar, DoF>; using Adjoint = Matrix<Scalar, DoF, DoF>; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with SIM2 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using Sim2Product = Sim2<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector2<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector3<ReturnScalar<HPointDerived>>; /// Adjoint transformation /// /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. /// SOPHUS_FUNC Adjoint Adj() const { Adjoint res; res.setZero(); res.template block<2, 2>(0, 0) = rxso2().matrix(); res(0, 2) = translation()[1]; res(1, 2) = -translation()[0]; res.template block<2, 1>(0, 3) = -translation(); res(2, 2) = Scalar(1); res(3, 3) = Scalar(1); return res; } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC Sim2<NewScalarType> cast() const { return Sim2<NewScalarType>(rxso2().template cast<NewScalarType>(), translation().template cast<NewScalarType>()); } /// Returns group inverse. /// SOPHUS_FUNC Sim2<Scalar> inverse() const { RxSO2<Scalar> invR = rxso2().inverse(); return Sim2<Scalar>(invR, invR * (translation() * Scalar(-1))); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (rigid body transformations) to elements of the /// tangent space (twist). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of Sim(2). /// SOPHUS_FUNC Tangent log() const { /// The derivation of the closed-form Sim(2) logarithm for is done /// analogously to the closed-form solution of the SE(2) logarithm, see /// J. Gallier, D. Xu, "Computing exponentials of skew symmetric matrices /// and logarithms of orthogonal matrices", IJRA 2002. /// https:///pdfs.semanticscholar.org/cfe3/e4b39de63c8cabd89bf3feff7f5449fc981d.pdf /// (Sec. 6., pp. 8) Tangent res; Vector2<Scalar> const theta_sigma = rxso2().log(); Scalar const theta = theta_sigma[0]; Scalar const sigma = theta_sigma[1]; Matrix2<Scalar> const Omega = SO2<Scalar>::hat(theta); Matrix2<Scalar> const W_inv = details::calcWInv<Scalar, 2>(Omega, theta, sigma, scale()); res.segment(0, 2) = W_inv * translation(); res[2] = theta; res[3] = sigma; return res; } /// Returns 3x3 matrix representation of the instance. /// /// It has the following form: /// /// | s*R t | /// | o 1 | /// /// where ``R`` is a 2x2 rotation matrix, ``s`` a scale factor, ``t`` a /// translation 2-vector and ``o`` a 2-column vector of zeros. /// SOPHUS_FUNC Transformation matrix() const { Transformation homogenious_matrix; homogenious_matrix.template topLeftCorner<2, 3>() = matrix2x3(); homogenious_matrix.row(2) = Matrix<Scalar, 3, 1>(Scalar(0), Scalar(0), Scalar(1)); return homogenious_matrix; } /// Returns the significant first two rows of the matrix above. /// SOPHUS_FUNC Matrix<Scalar, 2, 3> matrix2x3() const { Matrix<Scalar, 2, 3> matrix; matrix.template topLeftCorner<2, 2>() = rxso2().matrix(); matrix.col(2) = translation(); return matrix; } /// Assignment operator. /// SOPHUS_FUNC Sim2Base& operator=(Sim2Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC Sim2Base<Derived>& operator=( Sim2Base<OtherDerived> const& other) { rxso2() = other.rxso2(); translation() = other.translation(); return *this; } /// Group multiplication, which is rotation plus scaling concatenation. /// /// Note: That scaling is calculated with saturation. See RxSO2 for /// details. /// template <typename OtherDerived> SOPHUS_FUNC Sim2Product<OtherDerived> operator*( Sim2Base<OtherDerived> const& other) const { return Sim2Product<OtherDerived>( rxso2() * other.rxso2(), translation() + rxso2() * other.translation()); } /// Group action on 2-points. /// /// This function rotates, scales and translates a two dimensional point /// ``p`` by the Sim(2) element ``(bar_sR_foo, t_bar)`` (= similarity /// transformation): /// /// ``p_bar = bar_sR_foo * p_foo + t_bar``. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 2>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { return rxso2() * p + translation(); } /// Group action on homogeneous 2-points. See above for more details. /// template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 3>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { const PointProduct<HPointDerived> tp = rxso2() * p.template head<2>() + p(2) * translation(); return HomogeneousPointProduct<HPointDerived>(tp(0), tp(1), p(2)); } /// Group action on lines. /// /// This function rotates, scales and translates a parametrized line /// ``l(t) = o + t * d`` by the Sim(2) element: /// /// Origin ``o`` is rotated, scaled and translated /// Direction ``d`` is rotated /// SOPHUS_FUNC Line operator*(Line const& l) const { Line rotatedLine = rxso2() * l; return Line(rotatedLine.origin() + translation(), rotatedLine.direction()); } /// Returns internal parameters of Sim(2). /// /// It returns (c[0], c[1], t[0], t[1]), /// with c being the complex number, t the translation 3-vector. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { Sophus::Vector<Scalar, num_parameters> p; p << rxso2().params(), translation(); return p; } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SO2's Scalar type. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC Sim2Base<Derived>& operator*=( Sim2Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Setter of non-zero complex number. /// /// Precondition: ``z`` must not be close to zero. /// SOPHUS_FUNC void setComplex(Vector2<Scalar> const& z) { rxso2().setComplex(z); } /// Accessor of complex number. /// SOPHUS_FUNC typename Eigen::internal::traits<Derived>::RxSO2Type::ComplexType const& complex() const { return rxso2().complex(); } /// Returns Rotation matrix /// SOPHUS_FUNC Matrix2<Scalar> rotationMatrix() const { return rxso2().rotationMatrix(); } /// Mutator of SO2 group. /// SOPHUS_FUNC RxSO2Type& rxso2() { return static_cast<Derived*>(this)->rxso2(); } /// Accessor of SO2 group. /// SOPHUS_FUNC RxSO2Type const& rxso2() const { return static_cast<Derived const*>(this)->rxso2(); } /// Returns scale. /// SOPHUS_FUNC Scalar scale() const { return rxso2().scale(); } /// Setter of complex number using rotation matrix ``R``, leaves scale as is. /// SOPHUS_FUNC void setRotationMatrix(Matrix2<Scalar>& R) { rxso2().setRotationMatrix(R); } /// Sets scale and leaves rotation as is. /// /// Note: This function as a significant computational cost, since it has to /// call the square root twice. /// SOPHUS_FUNC void setScale(Scalar const& scale) { rxso2().setScale(scale); } /// Setter of complexnumber using scaled rotation matrix ``sR``. /// /// Precondition: The 2x2 matrix must be "scaled orthogonal" /// and have a positive determinant. /// SOPHUS_FUNC void setScaledRotationMatrix(Matrix2<Scalar> const& sR) { rxso2().setScaledRotationMatrix(sR); } /// Mutator of translation vector /// SOPHUS_FUNC TranslationType& translation() { return static_cast<Derived*>(this)->translation(); } /// Accessor of translation vector /// SOPHUS_FUNC TranslationType const& translation() const { return static_cast<Derived const*>(this)->translation(); } }; /// Sim2 using default storage; derived from Sim2Base. template <class Scalar_, int Options> class Sim2 : public Sim2Base<Sim2<Scalar_, Options>> { public: using Base = Sim2Base<Sim2<Scalar_, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using RxSo2Member = RxSO2<Scalar, Options>; using TranslationMember = Vector2<Scalar, Options>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes similarity transform to the identity. /// SOPHUS_FUNC Sim2(); /// Copy constructor /// SOPHUS_FUNC Sim2(Sim2 const& other) = default; /// Copy-like constructor from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC Sim2(Sim2Base<OtherDerived> const& other) : rxso2_(other.rxso2()), translation_(other.translation()) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from RxSO2 and translation vector /// template <class OtherDerived, class D> SOPHUS_FUNC Sim2(RxSO2Base<OtherDerived> const& rxso2, Eigen::MatrixBase<D> const& translation) : rxso2_(rxso2), translation_(translation) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); static_assert(std::is_same<typename D::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from complex number and translation vector. /// /// Precondition: complex number must not be close to zero. /// template <class D> SOPHUS_FUNC Sim2(Vector2<Scalar> const& complex_number, Eigen::MatrixBase<D> const& translation) : rxso2_(complex_number), translation_(translation) { static_assert(std::is_same<typename D::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from 3x3 matrix /// /// Precondition: Top-left 2x2 matrix needs to be "scaled-orthogonal" with /// positive determinant. The last row must be ``(0, 0, 1)``. /// SOPHUS_FUNC explicit Sim2(Matrix<Scalar, 3, 3> const& T) : rxso2_((T.template topLeftCorner<2, 2>()).eval()), translation_(T.template block<2, 1>(0, 2)) {} /// This provides unsafe read/write access to internal data. Sim(2) is /// represented by a complex number (two parameters) and a 2-vector. When /// using direct write access, the user needs to take care of that the /// complex number is not set close to zero. /// SOPHUS_FUNC Scalar* data() { // rxso2_ and translation_ are laid out sequentially with no padding return rxso2_.data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { // rxso2_ and translation_ are laid out sequentially with no padding return rxso2_.data(); } /// Accessor of RxSO2 /// SOPHUS_FUNC RxSo2Member& rxso2() { return rxso2_; } /// Mutator of RxSO2 /// SOPHUS_FUNC RxSo2Member const& rxso2() const { return rxso2_; } /// Mutator of translation vector /// SOPHUS_FUNC TranslationMember& translation() { return translation_; } /// Accessor of translation vector /// SOPHUS_FUNC TranslationMember const& translation() const { return translation_; } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int i) { return generator(i); } /// Derivative of Lie bracket with respect to first element. /// /// This function returns ``D_a [a, b]`` with ``D_a`` being the /// differential operator with respect to ``a``, ``[a, b]`` being the lie /// bracket of the Lie algebra sim(2). /// See ``lieBracket()`` below. /// /// Group exponential /// /// This functions takes in an element of tangent space and returns the /// corresponding element of the group Sim(2). /// /// The first two components of ``a`` represent the translational part /// ``upsilon`` in the tangent space of Sim(2), the following two components /// of ``a`` represents the rotation ``theta`` and the final component /// represents the logarithm of the scaling factor ``sigma``. /// To be more specific, this function computes ``expmat(hat(a))`` with /// ``expmat(.)`` being the matrix exponential and ``hat(.)`` the hat-operator /// of Sim(2), see below. /// SOPHUS_FUNC static Sim2<Scalar> exp(Tangent const& a) { // For the derivation of the exponential map of Sim(N) see // H. Strasdat, "Local Accuracy and Global Consistency for Efficient Visual // SLAM", PhD thesis, 2012. // http:///hauke.strasdat.net/files/strasdat_thesis_2012.pdf (A.5, pp. 186) Vector2<Scalar> const upsilon = a.segment(0, 2); Scalar const theta = a[2]; Scalar const sigma = a[3]; RxSO2<Scalar> rxso2 = RxSO2<Scalar>::exp(a.template tail<2>()); Matrix2<Scalar> const Omega = SO2<Scalar>::hat(theta); Matrix2<Scalar> const W = details::calcW<Scalar, 2>(Omega, theta, sigma); return Sim2<Scalar>(rxso2, W * upsilon); } /// Returns the ith infinitesimal generators of Sim(2). /// /// The infinitesimal generators of Sim(2) are: /// /// ``` /// | 0 0 1 | /// G_0 = | 0 0 0 | /// | 0 0 0 | /// /// | 0 0 0 | /// G_1 = | 0 0 1 | /// | 0 0 0 | /// /// | 0 -1 0 | /// G_2 = | 1 0 0 | /// | 0 0 0 | /// /// | 1 0 0 | /// G_3 = | 0 1 0 | /// | 0 0 0 | /// ``` /// /// Precondition: ``i`` must be in [0, 3]. /// SOPHUS_FUNC static Transformation generator(int i) { SOPHUS_ENSURE(i >= 0 || i <= 3, "i should be in range [0,3]."); Tangent e; e.setZero(); e[i] = Scalar(1); return hat(e); } /// hat-operator /// /// It takes in the 4-vector representation and returns the corresponding /// matrix representation of Lie algebra element. /// /// Formally, the hat()-operator of Sim(2) is defined as /// /// ``hat(.): R^4 -> R^{3x3}, hat(a) = sum_i a_i * G_i`` (for i=0,...,6) /// /// with ``G_i`` being the ith infinitesimal generator of Sim(2). /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& a) { Transformation Omega; Omega.template topLeftCorner<2, 2>() = RxSO2<Scalar>::hat(a.template tail<2>()); Omega.col(2).template head<2>() = a.template head<2>(); Omega.row(2).setZero(); return Omega; } /// Lie bracket /// /// It computes the Lie bracket of Sim(2). To be more specific, it computes /// /// ``[omega_1, omega_2]_sim2 := vee([hat(omega_1), hat(omega_2)])`` /// /// with ``[A,B] := AB-BA`` being the matrix commutator, ``hat(.)`` the /// hat()-operator and ``vee(.)`` the vee()-operator of Sim(2). /// SOPHUS_FUNC static Tangent lieBracket(Tangent const& a, Tangent const& b) { Vector2<Scalar> const upsilon1 = a.template head<2>(); Vector2<Scalar> const upsilon2 = b.template head<2>(); Scalar const theta1 = a[2]; Scalar const theta2 = b[2]; Scalar const sigma1 = a[3]; Scalar const sigma2 = b[3]; Tangent res; res[0] = -theta1 * upsilon2[1] + theta2 * upsilon1[1] + sigma1 * upsilon2[0] - sigma2 * upsilon1[0]; res[1] = theta1 * upsilon2[0] - theta2 * upsilon1[0] + sigma1 * upsilon2[1] - sigma2 * upsilon1[1]; res[2] = Scalar(0); res[3] = Scalar(0); return res; } /// Draw uniform sample from Sim(2) manifold. /// /// Translations are drawn component-wise from the range [-1, 1]. /// The scale factor is drawn uniformly in log2-space from [-1, 1], /// hence the scale is in [0.5, 2]. /// template <class UniformRandomBitGenerator> static Sim2 sampleUniform(UniformRandomBitGenerator& generator) { std::uniform_real_distribution<Scalar> uniform(Scalar(-1), Scalar(1)); return Sim2(RxSO2<Scalar>::sampleUniform(generator), Vector2<Scalar>(uniform(generator), uniform(generator))); } /// vee-operator /// /// It takes the 3x3-matrix representation ``Omega`` and maps it to the /// corresponding 4-vector representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | d -c a | /// | c d b | /// | 0 0 0 | /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { Tangent upsilon_omega_sigma; upsilon_omega_sigma.template head<2>() = Omega.col(2).template head<2>(); upsilon_omega_sigma.template tail<2>() = RxSO2<Scalar>::vee(Omega.template topLeftCorner<2, 2>()); return upsilon_omega_sigma; } protected: RxSo2Member rxso2_; TranslationMember translation_; }; template <class Scalar, int Options> Sim2<Scalar, Options>::Sim2() : translation_(TranslationMember::Zero()) { static_assert(std::is_standard_layout<Sim2>::value, "Assume standard layout for the use of offsetof check below."); static_assert( offsetof(Sim2, rxso2_) + sizeof(Scalar) * RxSO2<Scalar>::num_parameters == offsetof(Sim2, translation_), "This class assumes packed storage and hence will only work " "correctly depending on the compiler (options) - in " "particular when using [this->data(), this-data() + " "num_parameters] to access the raw data in a contiguous fashion."); } } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``Sim2``; derived from Sim2Base. /// /// Allows us to wrap Sim2 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::Sim2<Scalar_>, Options> : public Sophus::Sim2Base<Map<Sophus::Sim2<Scalar_>, Options>> { public: using Base = Sophus::Sim2Base<Map<Sophus::Sim2<Scalar_>, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : rxso2_(coeffs), translation_(coeffs + Sophus::RxSO2<Scalar>::num_parameters) {} /// Mutator of RxSO2 /// SOPHUS_FUNC Map<Sophus::RxSO2<Scalar>, Options>& rxso2() { return rxso2_; } /// Accessor of RxSO2 /// SOPHUS_FUNC Map<Sophus::RxSO2<Scalar>, Options> const& rxso2() const { return rxso2_; } /// Mutator of translation vector /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options>& translation() { return translation_; } /// Accessor of translation vector SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options> const& translation() const { return translation_; } protected: Map<Sophus::RxSO2<Scalar>, Options> rxso2_; Map<Sophus::Vector2<Scalar>, Options> translation_; }; /// Specialization of Eigen::Map for ``Sim2 const``; derived from Sim2Base. /// /// Allows us to wrap RxSO2 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::Sim2<Scalar_> const, Options> : public Sophus::Sim2Base<Map<Sophus::Sim2<Scalar_> const, Options>> { public: using Base = Sophus::Sim2Base<Map<Sophus::Sim2<Scalar_> const, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : rxso2_(coeffs), translation_(coeffs + Sophus::RxSO2<Scalar>::num_parameters) {} /// Accessor of RxSO2 /// SOPHUS_FUNC Map<Sophus::RxSO2<Scalar> const, Options> const& rxso2() const { return rxso2_; } /// Accessor of translation vector /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar> const, Options> const& translation() const { return translation_; } protected: Map<Sophus::RxSO2<Scalar> const, Options> const rxso2_; Map<Sophus::Vector2<Scalar> const, Options> const translation_; }; } // namespace Eigen #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/local_parameterization_split_se3.hpp
.hpp
7,811
199
#ifndef SOPHUS_TEST_LOCAL_PARAMETERIZATION_SPLIT_SE3_HPP #define SOPHUS_TEST_LOCAL_PARAMETERIZATION_SPLIT_SE3_HPP #include "se3.hpp" #include <ceres/local_parameterization.h> #include <iostream> using std::cout; using std::endl; inline Eigen::Quaterniond delta_2_quaternion( const double *delta ) { const double norm_delta = sqrt( delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] ); if ( norm_delta > 0.0 ) { const double sin_delta_by_delta = sin( norm_delta ) / norm_delta; // Note, in the constructor w is first. return Eigen::Quaterniond( cos( norm_delta ), sin_delta_by_delta * delta[ 0 ], sin_delta_by_delta * delta[ 1 ], sin_delta_by_delta * delta[ 2 ] ); } else { return Eigen::Quaterniond( 1, 0, 0, 0 ); } } namespace Sophus { class LocalParameterization_split_SE3_direct : public ceres::LocalParameterization { public: virtual ~LocalParameterization_split_SE3_direct() {} // SE3 plus operation for Ceres // // T * exp(x) // virtual bool Plus( double const *T_raw, double const *delta_raw, double *T_plus_delta_raw ) const { Eigen::Map<SE3d const> const T( T_raw ); Eigen::Map<Vector6d const> const delta( delta_raw ); Eigen::Map<SE3d> T_plus_delta( T_plus_delta_raw ); // Eigen::Map<Vector7d const> const vis( T_plus_delta_raw ); // cout << "==================" << endl; // cout << delta.transpose() << endl; // cout << vis.transpose() << " | " ; T_plus_delta.translation() = T.translation() + delta.tail<3>(); T_plus_delta.so3() = T.so3() * ( SO3d::exp( delta.head<3>() )); // cout << vis.transpose() << endl; return true; } // Jacobian of SE3 plus operation for Ceres // Dx T * exp(x) with x=0 virtual bool ComputeJacobian( double const *T_raw, double * jacobian_raw ) const { // printf("Call ComputeJacobian\r\n"); Eigen::Map<SE3d const> T( T_raw ); Eigen::Map<Eigen::Matrix<double, 7, 6, Eigen::RowMajor>> jacobian( jacobian_raw ); jacobian.setZero(); jacobian.block<3, 3>( 0, 0 ) = Eigen::Matrix3d::Identity(); jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 0, 0 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); return true; } virtual int GlobalSize() const { return SE3d::num_parameters; } virtual int LocalSize() const { return SE3d::DoF; } }; class LocalParameterization_split_SE3 : public ceres::LocalParameterization { public: virtual ~LocalParameterization_split_SE3() {} // SE3 plus operation for Ceres // // T * exp(x) // virtual bool Plus( double const *T_raw, double const *delta_raw, double *T_plus_delta_raw ) const { Eigen::Map<SE3d const> const T( T_raw ); Eigen::Map<Vector6d const> const delta( delta_raw ); Eigen::Map<SE3d> T_plus_delta( T_plus_delta_raw ); // Eigen::Map<Vector7d const> const vis( T_plus_delta_raw ); // cout << "==================" << endl; // cout << delta.transpose() << endl; // cout << vis.transpose() << " | " ; T_plus_delta.translation() = T.translation() + delta.tail<3>(); T_plus_delta.so3() = T.so3() * ( SO3d::exp( delta.head<3>() )); // cout << vis.transpose() << endl; return true; } // Jacobian of SE3 plus operation for Ceres // Dx T * exp(x) with x=0 virtual bool ComputeJacobian( double const *T_raw, double * jacobian_raw ) const { // printf("Call ComputeJacobian\r\n"); Eigen::Map<SE3d const> T( T_raw ); Eigen::Map<Eigen::Matrix<double, 7, 6, Eigen::RowMajor>> jacobian( jacobian_raw ); jacobian.setZero(); jacobian.block<4, 3>( 0, 0 ) = T.so3().Dx_this_mul_exp_x_at_0(); jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 0, 0 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); return true; } static bool compute_local_jacobian( double const *T_raw, double * jacobian_raw ) { // printf("Call ComputeJacobian\r\n"); Eigen::Map<SE3d const> T( T_raw ); Eigen::Map<Eigen::Matrix<double, 7, 6, Eigen::RowMajor>> jacobian( jacobian_raw ); jacobian.setZero(); jacobian.block<4, 3>( 0, 0 ) = T.so3().Dx_this_mul_exp_x_at_0(); jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 0, 0 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); return true; } virtual int GlobalSize() const { return SE3d::num_parameters; } virtual int LocalSize() const { return SE3d::DoF; } }; class LocalParameterization_split_SE3_left_product : public ceres::LocalParameterization { public: virtual ~LocalParameterization_split_SE3_left_product() {} // SE3 plus operation for Ceres // // T * exp(x) // virtual bool Plus( double const *T_raw, double const *delta_raw, double *T_plus_delta_raw ) const { Eigen::Map<SE3d const> const T( T_raw ); Eigen::Map<Vector6d const> const delta( delta_raw ); Eigen::Map<SE3d> T_plus_delta( T_plus_delta_raw ); // Eigen::Map<Vector7d const> const vis( T_plus_delta_raw ); // cout << "==================" << endl; // cout << delta.transpose() << endl; // cout << vis.transpose() << " | " ; T_plus_delta.translation() = T.translation() + delta.tail<3>(); T_plus_delta.so3() = SO3d( delta_2_quaternion( delta_raw ) ) * T.so3(); // cout << vis.transpose() << endl; return true; } // Jacobian of SE3 plus operation for Ceres // Dx T * exp(x) with x=0 virtual bool ComputeJacobian( double const *T_raw, double * jacobian_raw ) const { // printf("Call ComputeJacobian\r\n"); Eigen::Map<SE3d const> T( T_raw ); Eigen::Map<Eigen::Matrix<double, 7, 6, Eigen::RowMajor>> jacobian( jacobian_raw ); jacobian.setZero(); // From ceres solver quaternion parameterlization // jacobian[0] = x[3]; jacobian[1] = x[2]; jacobian[2] = -x[1]; // NOLINT // jacobian[3] = -x[2]; jacobian[4] = x[3]; jacobian[5] = x[0]; // NOLINT // jacobian[6] = x[1]; jacobian[7] = -x[0]; jacobian[8] = x[3]; // NOLINT // jacobian[9] = -x[0]; jacobian[10] = -x[1]; jacobian[11] = -x[2]; // NOLINT jacobian.block<4, 3>( 0, 0 ) << T_raw[ 3 ], T_raw[ 2 ], -T_raw[ 1 ], -T_raw[ 2 ], T_raw[ 3 ], T_raw[ 0 ], T_raw[ 1 ], -T_raw[ 0 ], T_raw[ 3 ], -T_raw[ 0 ], -T_raw[ 1 ], -T_raw[ 2 ]; jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 0, 0 ) = Eigen::Matrix3d::Identity(); // jacobian.block<3, 3>( 4, 3 ) = Eigen::Matrix3d::Identity(); return true; } virtual int GlobalSize() const { return SE3d::num_parameters; } virtual int LocalSize() const { return SE3d::DoF; } }; } // namespace Sophus #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/interpolate_details.hpp
.hpp
2,647
105
#ifndef SOPHUS_INTERPOLATE_DETAILS_HPP #define SOPHUS_INTERPOLATE_DETAILS_HPP #include "rxso2.hpp" #include "rxso3.hpp" #include "se2.hpp" #include "se3.hpp" #include "sim2.hpp" #include "sim3.hpp" #include "so2.hpp" #include "so3.hpp" namespace Sophus { namespace interp_details { template <class Group> struct Traits; template <class Scalar> struct Traits<SO2<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(SO2<Scalar> const& foo_T_bar) { using std::abs; Scalar angle = foo_T_bar.log(); return abs(abs(angle) - Constants<Scalar>::pi()) < Constants<Scalar>::epsilon(); } }; template <class Scalar> struct Traits<RxSO2<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(RxSO2<Scalar> const& foo_T_bar) { return Traits<SO2<Scalar>>::hasShortestPathAmbiguity(foo_T_bar.so2()); } }; template <class Scalar> struct Traits<SO3<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(SO3<Scalar> const& foo_T_bar) { using std::abs; Scalar angle = foo_T_bar.logAndTheta().theta; return abs(abs(angle) - Constants<Scalar>::pi()) < Constants<Scalar>::epsilon(); } }; template <class Scalar> struct Traits<RxSO3<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(RxSO3<Scalar> const& foo_T_bar) { return Traits<SO3<Scalar>>::hasShortestPathAmbiguity(foo_T_bar.so3()); } }; template <class Scalar> struct Traits<SE2<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(SE2<Scalar> const& foo_T_bar) { return Traits<SO2<Scalar>>::hasShortestPathAmbiguity(foo_T_bar.so2()); } }; template <class Scalar> struct Traits<SE3<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(SE3<Scalar> const& foo_T_bar) { return Traits<SO3<Scalar>>::hasShortestPathAmbiguity(foo_T_bar.so3()); } }; template <class Scalar> struct Traits<Sim2<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(Sim2<Scalar> const& foo_T_bar) { return Traits<SO2<Scalar>>::hasShortestPathAmbiguity( foo_T_bar.rxso2().so2()); ; } }; template <class Scalar> struct Traits<Sim3<Scalar>> { static bool constexpr supported = true; static bool hasShortestPathAmbiguity(Sim3<Scalar> const& foo_T_bar) { return Traits<SO3<Scalar>>::hasShortestPathAmbiguity( foo_T_bar.rxso3().so3()); ; } }; } // namespace interp_details } // namespace Sophus #endif // SOPHUS_INTERPOLATE_DETAILS_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/test_macros.hpp
.hpp
6,620
130
#ifndef SOPUHS_TESTS_MACROS_HPP #define SOPUHS_TESTS_MACROS_HPP #include <sophus/types.hpp> #include <sophus/formatstring.hpp> namespace Sophus { namespace details { template <class Scalar> class Pretty { public: static std::string impl(Scalar s) { return FormatString("%", s); } }; template <class Scalar, int M, int N> class Pretty<Eigen::Matrix<Scalar, M, N>> { public: static std::string impl(Matrix<Scalar, M, N> const& v) { return FormatString("\n%\n", v); } }; template <class T> std::string pretty(T const& v) { return Pretty<T>::impl(v); } template <class... Args> void testFailed(bool& passed, char const* func, char const* file, int line, std::string const& msg) { std::cerr << FormatString("Test failed in function %, file %, line %\n", func, file, line); std::cerr << msg << "\n\n"; passed = false; } } // namespace details void processTestResult(bool passed) { if (!passed) { // LCOV_EXCL_START std::cerr << "failed!" << std::endl << std::endl; exit(-1); // LCOV_EXCL_STOP } std::cerr << "passed." << std::endl << std::endl; } } // namespace Sophus #define SOPHUS_STRINGIFY(x) #x /// GenericTests whether condition is true. /// The in-out parameter passed will be set to false if test fails. #define SOPHUS_TEST(passed, condition, ...) \ do { \ if (!(condition)) { \ std::string msg = Sophus::details::FormatString( \ "condition ``%`` is false\n", SOPHUS_STRINGIFY(condition)); \ msg += Sophus::details::FormatString(__VA_ARGS__); \ Sophus::details::testFailed(passed, SOPHUS_FUNCTION, __FILE__, __LINE__, \ msg); \ } \ } while (false) /// GenericTests whether left is equal to right given a threshold. /// The in-out parameter passed will be set to false if test fails. #define SOPHUS_TEST_EQUAL(passed, left, right, ...) \ do { \ if (left != right) { \ std::string msg = Sophus::details::FormatString( \ "% (=%) is not equal to % (=%)\n", SOPHUS_STRINGIFY(left), \ Sophus::details::pretty(left), SOPHUS_STRINGIFY(right), \ Sophus::details::pretty(right)); \ msg += Sophus::details::FormatString(__VA_ARGS__); \ Sophus::details::testFailed(passed, SOPHUS_FUNCTION, __FILE__, __LINE__, \ msg); \ } \ } while (false) /// GenericTests whether left is equal to right given a threshold. /// The in-out parameter passed will be set to false if test fails. #define SOPHUS_TEST_NEQ(passed, left, right, ...) \ do { \ if (left == right) { \ std::string msg = Sophus::details::FormatString( \ "% (=%) shoudl not be equal to % (=%)\n", SOPHUS_STRINGIFY(left), \ Sophus::details::pretty(left), SOPHUS_STRINGIFY(right), \ Sophus::details::pretty(right)); \ msg += Sophus::details::FormatString(__VA_ARGS__); \ Sophus::details::testFailed(passed, SOPHUS_FUNCTION, __FILE__, __LINE__, \ msg); \ } \ } while (false) /// GenericTests whether left is approximatly equal to right given a threshold. /// The in-out parameter passed will be set to false if test fails. #define SOPHUS_TEST_APPROX(passed, left, right, thr, ...) \ do { \ auto nrm = Sophus::maxMetric((left), (right)); \ if (!(nrm < (thr))) { \ std::string msg = Sophus::details::FormatString( \ "% (=%) is not approx % (=%); % is %; nrm is %\n", \ SOPHUS_STRINGIFY(left), Sophus::details::pretty(left), \ SOPHUS_STRINGIFY(right), Sophus::details::pretty(right), \ SOPHUS_STRINGIFY(thr), Sophus::details::pretty(thr), nrm); \ msg += Sophus::details::FormatString(__VA_ARGS__); \ Sophus::details::testFailed(passed, SOPHUS_FUNCTION, __FILE__, __LINE__, \ msg); \ } \ } while (false) /// GenericTests whether left is NOT approximatly equal to right given a /// threshold. The in-out parameter passed will be set to false if test fails. #define SOPHUS_TEST_NOT_APPROX(passed, left, right, thr, ...) \ do { \ auto nrm = Sophus::maxMetric((left), (right)); \ if (nrm < (thr)) { \ std::string msg = Sophus::details::FormatString( \ "% (=%) is approx % (=%), but it should not!\n % is %; nrm is %\n", \ SOPHUS_STRINGIFY(left), Sophus::details::pretty(left), \ SOPHUS_STRINGIFY(right), Sophus::details::pretty(right), \ SOPHUS_STRINGIFY(thr), Sophus::details::pretty(thr), nrm); \ msg += Sophus::details::FormatString(__VA_ARGS__); \ Sophus::details::testFailed(passed, SOPHUS_FUNCTION, __FILE__, __LINE__, \ msg); \ } \ } while (false) #endif // SOPUHS_TESTS_MACROS_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/average.hpp
.hpp
8,227
232
/// @file /// Calculation of biinvariant means. #ifndef SOPHUS_AVERAGE_HPP #define SOPHUS_AVERAGE_HPP #include "common.hpp" #include "rxso2.hpp" #include "rxso3.hpp" #include "se2.hpp" #include "se3.hpp" #include "sim2.hpp" #include "sim3.hpp" #include "so2.hpp" #include "so3.hpp" namespace Sophus { /// Calculates mean iteratively. /// /// Returns ``nullopt`` if it does not converge. /// template <class SequenceContainer> optional<typename SequenceContainer::value_type> iterativeMean( SequenceContainer const& foo_Ts_bar, int max_num_iterations) { size_t N = foo_Ts_bar.size(); SOPHUS_ENSURE(N >= 1, "N must be >= 1."); using Group = typename SequenceContainer::value_type; using Scalar = typename Group::Scalar; using Tangent = typename Group::Tangent; // This implements the algorithm in the beginning of Sec. 4.2 in // ftp://ftp-sop.inria.fr/epidaure/Publications/Arsigny/arsigny_rr_biinvariant_average.pdf. Group foo_T_average = foo_Ts_bar.front(); Scalar w = Scalar(1. / N); for (int i = 0; i < max_num_iterations; ++i) { Tangent average; setToZero<Tangent>(average); for (Group const& foo_T_bar : foo_Ts_bar) { average += w * (foo_T_average.inverse() * foo_T_bar).log(); } Group foo_T_newaverage = foo_T_average * Group::exp(average); if (squaredNorm<Tangent>( (foo_T_newaverage.inverse() * foo_T_average).log()) < Constants<Scalar>::epsilon()) { return foo_T_newaverage; } foo_T_average = foo_T_newaverage; } // LCOV_EXCL_START return nullopt; // LCOV_EXCL_STOP } #ifdef DOXYGEN_SHOULD_SKIP_THIS /// Mean implementation for any Lie group. template <class SequenceContainer, class Scalar> optional<typename SequenceContainer::value_type> average( SequenceContainer const& foo_Ts_bar); #else // Mean implementation for SO(2). template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, SO2<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar) { // This implements rotational part of Proposition 12 from Sec. 6.2 of // ftp://ftp-sop.inria.fr/epidaure/Publications/Arsigny/arsigny_rr_biinvariant_average.pdf. size_t N = std::distance(std::begin(foo_Ts_bar), std::end(foo_Ts_bar)); SOPHUS_ENSURE(N >= 1, "N must be >= 1."); SO2<Scalar> foo_T_average = foo_Ts_bar.front(); Scalar w = Scalar(1. / N); Scalar average(0); for (SO2<Scalar> const& foo_T_bar : foo_Ts_bar) { average += w * (foo_T_average.inverse() * foo_T_bar).log(); } return foo_T_average * SO2<Scalar>::exp(average); } // Mean implementation for RxSO(2). template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, RxSO2<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar) { size_t N = std::distance(std::begin(foo_Ts_bar), std::end(foo_Ts_bar)); SOPHUS_ENSURE(N >= 1, "N must be >= 1."); RxSO2<Scalar> foo_T_average = foo_Ts_bar.front(); Scalar w = Scalar(1. / N); Vector2<Scalar> average(Scalar(0), Scalar(0)); for (RxSO2<Scalar> const& foo_T_bar : foo_Ts_bar) { average += w * (foo_T_average.inverse() * foo_T_bar).log(); } return foo_T_average * RxSO2<Scalar>::exp(average); } namespace details { template <class T> void getQuaternion(T const&); template <class Scalar> Eigen::Quaternion<Scalar> getUnitQuaternion(SO3<Scalar> const& R) { return R.unit_quaternion(); } template <class Scalar> Eigen::Quaternion<Scalar> getUnitQuaternion(RxSO3<Scalar> const& sR) { return sR.so3().unit_quaternion(); } template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> Eigen::Quaternion<Scalar> averageUnitQuaternion( SequenceContainer const& foo_Ts_bar) { // This: http://stackoverflow.com/a/27410865/1221742 size_t N = std::distance(std::begin(foo_Ts_bar), std::end(foo_Ts_bar)); SOPHUS_ENSURE(N >= 1, "N must be >= 1."); Eigen::Matrix<Scalar, 4, Eigen::Dynamic> Q(4, N); int i = 0; Scalar w = Scalar(1. / N); for (auto const& foo_T_bar : foo_Ts_bar) { Q.col(i) = w * details::getUnitQuaternion(foo_T_bar).coeffs(); ++i; } Eigen::Matrix<Scalar, 4, 4> QQt = Q * Q.transpose(); // TODO: Figure out why we can't use SelfAdjointEigenSolver here. Eigen::EigenSolver<Eigen::Matrix<Scalar, 4, 4> > es(QQt); std::complex<Scalar> max_eigenvalue = es.eigenvalues()[0]; Eigen::Matrix<std::complex<Scalar>, 4, 1> max_eigenvector = es.eigenvectors().col(0); for (int i = 1; i < 4; i++) { if (std::norm(es.eigenvalues()[i]) > std::norm(max_eigenvalue)) { max_eigenvalue = es.eigenvalues()[i]; max_eigenvector = es.eigenvectors().col(i); } } Eigen::Quaternion<Scalar> quat; quat.coeffs() << // max_eigenvector[0].real(), // max_eigenvector[1].real(), // max_eigenvector[2].real(), // max_eigenvector[3].real(); return quat; } } // namespace details // Mean implementation for SO(3). // // TODO: Detect degenerated cases and return nullopt. template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, SO3<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar) { return SO3<Scalar>(details::averageUnitQuaternion(foo_Ts_bar)); } // Mean implementation for R x SO(3). template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, RxSO3<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar) { size_t N = std::distance(std::begin(foo_Ts_bar), std::end(foo_Ts_bar)); SOPHUS_ENSURE(N >= 1, "N must be >= 1."); Scalar scale_sum = Scalar(0); using std::exp; using std::log; for (RxSO3<Scalar> const& foo_T_bar : foo_Ts_bar) { scale_sum += log(foo_T_bar.scale()); } return RxSO3<Scalar>(exp(scale_sum / Scalar(N)), SO3<Scalar>(details::averageUnitQuaternion(foo_Ts_bar))); } template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, SE2<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar, int max_num_iterations = 20) { // TODO: Implement Proposition 12 from Sec. 6.2 of // ftp://ftp-sop.inria.fr/epidaure/Publications/Arsigny/arsigny_rr_biinvariant_average.pdf. return iterativeMean(foo_Ts_bar, max_num_iterations); } template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, Sim2<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar, int max_num_iterations = 20) { return iterativeMean(foo_Ts_bar, max_num_iterations); } template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, SE3<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar, int max_num_iterations = 20) { return iterativeMean(foo_Ts_bar, max_num_iterations); } template <class SequenceContainer, class Scalar = typename SequenceContainer::value_type::Scalar> enable_if_t< std::is_same<typename SequenceContainer::value_type, Sim3<Scalar> >::value, optional<typename SequenceContainer::value_type> > average(SequenceContainer const& foo_Ts_bar, int max_num_iterations = 20) { return iterativeMean(foo_Ts_bar, max_num_iterations); } #endif // DOXYGEN_SHOULD_SKIP_THIS } // namespace Sophus #endif // SOPHUS_AVERAGE_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/se3.hpp
.hpp
35,838
1,082
/// @file /// Special Euclidean group SE(3) - rotation and translation in 3d. #ifndef SOPHUS_SE3_HPP #define SOPHUS_SE3_HPP #include "so3.hpp" namespace Sophus { template <class Scalar_, int Options = 0> class SE3; using SE3d = SE3<double>; using SE3f = SE3<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options> struct traits<Sophus::SE3<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Sophus::Vector3<Scalar, Options>; using SO3Type = Sophus::SO3<Scalar, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::SE3<Scalar_>, Options>> : traits<Sophus::SE3<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector3<Scalar>, Options>; using SO3Type = Map<Sophus::SO3<Scalar>, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::SE3<Scalar_> const, Options>> : traits<Sophus::SE3<Scalar_, Options> const> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector3<Scalar> const, Options>; using SO3Type = Map<Sophus::SO3<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// SE3 base type - implements SE3 class but is storage agnostic. /// /// SE(3) is the group of rotations and translation in 3d. It is the /// semi-direct product of SO(3) and the 3d Euclidean vector space. The class /// is represented using a composition of SO3 for rotation and a one 3-vector /// for translation. /// /// SE(3) is neither compact, nor a commutative group. /// /// See SO3 for more details of the rotation representation in 3d. /// template <class Derived> class SE3Base { public: using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using TranslationType = typename Eigen::internal::traits<Derived>::TranslationType; using SO3Type = typename Eigen::internal::traits<Derived>::SO3Type; using QuaternionType = typename SO3Type::QuaternionType; /// Degrees of freedom of manifold, number of dimensions in tangent space /// (three for translation, three for rotation). static int constexpr DoF = 6; /// Number of internal parameters used (4-tuple for quaternion, three for /// translation). static int constexpr num_parameters = 7; /// Group transformations are 4x4 matrices. static int constexpr N = 4; using Transformation = Matrix<Scalar, N, N>; using Point = Vector3<Scalar>; using HomogeneousPoint = Vector4<Scalar>; using Line = ParametrizedLine3<Scalar>; using Tangent = Vector<Scalar, DoF>; using Adjoint = Matrix<Scalar, DoF, DoF>; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with SE3 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using SE3Product = SE3<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector3<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector4<ReturnScalar<HPointDerived>>; /// Adjoint transformation /// /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. /// SOPHUS_FUNC Adjoint Adj() const { Sophus::Matrix3<Scalar> const R = so3().matrix(); Adjoint res; res.block(0, 0, 3, 3) = R; res.block(3, 3, 3, 3) = R; res.block(0, 3, 3, 3) = SO3<Scalar>::hat(translation()) * R; res.block(3, 0, 3, 3) = Matrix3<Scalar>::Zero(3, 3); return res; } /// Extract rotation angle about canonical X-axis /// Scalar angleX() const { return so3().angleX(); } /// Extract rotation angle about canonical Y-axis /// Scalar angleY() const { return so3().angleY(); } /// Extract rotation angle about canonical Z-axis /// Scalar angleZ() const { return so3().angleZ(); } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC SE3<NewScalarType> cast() const { return SE3<NewScalarType>(so3().template cast<NewScalarType>(), translation().template cast<NewScalarType>()); } /// Returns derivative of this * exp(x) wrt x at x=0. /// SOPHUS_FUNC Matrix<Scalar, num_parameters, DoF> Dx_this_mul_exp_x_at_0() const { Matrix<Scalar, num_parameters, DoF> J; Eigen::Quaternion<Scalar> const q = unit_quaternion(); Scalar const c0 = Scalar(0.5) * q.w(); Scalar const c1 = Scalar(0.5) * q.z(); Scalar const c2 = -c1; Scalar const c3 = Scalar(0.5) * q.y(); Scalar const c4 = Scalar(0.5) * q.x(); Scalar const c5 = -c4; Scalar const c6 = -c3; Scalar const c7 = q.w() * q.w(); Scalar const c8 = q.x() * q.x(); Scalar const c9 = q.y() * q.y(); Scalar const c10 = -c9; Scalar const c11 = q.z() * q.z(); Scalar const c12 = -c11; Scalar const c13 = Scalar(2) * q.w(); Scalar const c14 = c13 * q.z(); Scalar const c15 = Scalar(2) * q.x(); Scalar const c16 = c15 * q.y(); Scalar const c17 = c13 * q.y(); Scalar const c18 = c15 * q.z(); Scalar const c19 = c7 - c8; Scalar const c20 = c13 * q.x(); Scalar const c21 = Scalar(2) * q.y() * q.z(); J(0, 0) = 0; J(0, 1) = 0; J(0, 2) = 0; J(0, 3) = c0; J(0, 4) = c2; J(0, 5) = c3; J(1, 0) = 0; J(1, 1) = 0; J(1, 2) = 0; J(1, 3) = c1; J(1, 4) = c0; J(1, 5) = c5; J(2, 0) = 0; J(2, 1) = 0; J(2, 2) = 0; J(2, 3) = c6; J(2, 4) = c4; J(2, 5) = c0; J(3, 0) = 0; J(3, 1) = 0; J(3, 2) = 0; J(3, 3) = c5; J(3, 4) = c6; J(3, 5) = c2; J(4, 0) = c10 + c12 + c7 + c8; J(4, 1) = -c14 + c16; J(4, 2) = c17 + c18; J(4, 3) = 0; J(4, 4) = 0; J(4, 5) = 0; J(5, 0) = c14 + c16; J(5, 1) = c12 + c19 + c9; J(5, 2) = -c20 + c21; J(5, 3) = 0; J(5, 4) = 0; J(5, 5) = 0; J(6, 0) = -c17 + c18; J(6, 1) = c20 + c21; J(6, 2) = c10 + c11 + c19; J(6, 3) = 0; J(6, 4) = 0; J(6, 5) = 0; return J; } /// Returns group inverse. /// SOPHUS_FUNC SE3<Scalar> inverse() const { SO3<Scalar> invR = so3().inverse(); return SE3<Scalar>(invR, invR * (translation() * Scalar(-1))); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (rigid body transformations) to elements of the /// tangent space (twist). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of SE(3). /// SOPHUS_FUNC Tangent log() const { // For the derivation of the logarithm of SE(3), see // J. Gallier, D. Xu, "Computing exponentials of skew symmetric matrices // and logarithms of orthogonal matrices", IJRA 2002. // https:///pdfs.semanticscholar.org/cfe3/e4b39de63c8cabd89bf3feff7f5449fc981d.pdf // (Sec. 6., pp. 8) using std::abs; using std::cos; using std::sin; Tangent upsilon_omega; auto omega_and_theta = so3().logAndTheta(); Scalar theta = omega_and_theta.theta; upsilon_omega.template tail<3>() = omega_and_theta.tangent; Matrix3<Scalar> const Omega = SO3<Scalar>::hat(upsilon_omega.template tail<3>()); if (abs(theta) < Constants<Scalar>::epsilon()) { Matrix3<Scalar> const V_inv = Matrix3<Scalar>::Identity() - Scalar(0.5) * Omega + Scalar(1. / 12.) * (Omega * Omega); upsilon_omega.template head<3>() = V_inv * translation(); } else { Scalar const half_theta = Scalar(0.5) * theta; Matrix3<Scalar> const V_inv = (Matrix3<Scalar>::Identity() - Scalar(0.5) * Omega + (Scalar(1) - theta * cos(half_theta) / (Scalar(2) * sin(half_theta))) / (theta * theta) * (Omega * Omega)); upsilon_omega.template head<3>() = V_inv * translation(); } return upsilon_omega; } /// It re-normalizes the SO3 element. /// /// Note: Because of the class invariant of SO3, there is typically no need to /// call this function directly. /// SOPHUS_FUNC void normalize() { so3().normalize(); } /// Returns 4x4 matrix representation of the instance. /// /// It has the following form: /// /// | R t | /// | o 1 | /// /// where ``R`` is a 3x3 rotation matrix, ``t`` a translation 3-vector and /// ``o`` a 3-column vector of zeros. /// SOPHUS_FUNC Transformation matrix() const { Transformation homogenious_matrix; homogenious_matrix.template topLeftCorner<3, 4>() = matrix3x4(); homogenious_matrix.row(3) = Matrix<Scalar, 1, 4>(Scalar(0), Scalar(0), Scalar(0), Scalar(1)); return homogenious_matrix; } /// Returns the significant first three rows of the matrix above. /// SOPHUS_FUNC Matrix<Scalar, 3, 4> matrix3x4() const { Matrix<Scalar, 3, 4> matrix; matrix.template topLeftCorner<3, 3>() = rotationMatrix(); matrix.col(3) = translation(); return matrix; } /// Assignment operator. /// SOPHUS_FUNC SE3Base& operator=(SE3Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC SE3Base<Derived>& operator=(SE3Base<OtherDerived> const& other) { so3() = other.so3(); translation() = other.translation(); return *this; } /// Group multiplication, which is rotation concatenation. /// template <typename OtherDerived> SOPHUS_FUNC SE3Product<OtherDerived> operator*( SE3Base<OtherDerived> const& other) const { return SE3Product<OtherDerived>( so3() * other.so3(), translation() + so3() * other.translation()); } /// Group action on 3-points. /// /// This function rotates and translates a three dimensional point ``p`` by /// the SE(3) element ``bar_T_foo = (bar_R_foo, t_bar)`` (= rigid body /// transformation): /// /// ``p_bar = bar_R_foo * p_foo + t_bar``. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 3>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { return so3() * p + translation(); } /// Group action on homogeneous 3-points. See above for more details. /// template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 4>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { const PointProduct<HPointDerived> tp = so3() * p.template head<3>() + p(3) * translation(); return HomogeneousPointProduct<HPointDerived>(tp(0), tp(1), tp(2), p(3)); } /// Group action on lines. /// /// This function rotates and translates a parametrized line /// ``l(t) = o + t * d`` by the SE(3) element: /// /// Origin is transformed using SE(3) action /// Direction is transformed using rotation part /// SOPHUS_FUNC Line operator*(Line const& l) const { return Line((*this) * l.origin(), so3() * l.direction()); } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SE3's Scalar type. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC SE3Base<Derived>& operator*=(SE3Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Returns rotation matrix. /// SOPHUS_FUNC Matrix3<Scalar> rotationMatrix() const { return so3().matrix(); } /// Mutator of SO3 group. /// SOPHUS_FUNC SO3Type& so3() { return static_cast<Derived*>(this)->so3(); } /// Accessor of SO3 group. /// SOPHUS_FUNC SO3Type const& so3() const { return static_cast<const Derived*>(this)->so3(); } /// Takes in quaternion, and normalizes it. /// /// Precondition: The quaternion must not be close to zero. /// SOPHUS_FUNC void setQuaternion(Eigen::Quaternion<Scalar> const& quat) { so3().setQuaternion(quat); } /// Sets ``so3`` using ``rotation_matrix``. /// /// Precondition: ``R`` must be orthogonal and ``det(R)=1``. /// SOPHUS_FUNC void setRotationMatrix(Matrix3<Scalar> const& R) { SOPHUS_ENSURE(isOrthogonal(R), "R is not orthogonal:\n %", R); SOPHUS_ENSURE(R.determinant() > Scalar(0), "det(R) is not positive: %", R.determinant()); so3().setQuaternion(Eigen::Quaternion<Scalar>(R)); } /// Returns internal parameters of SE(3). /// /// It returns (q.imag[0], q.imag[1], q.imag[2], q.real, t[0], t[1], t[2]), /// with q being the unit quaternion, t the translation 3-vector. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { Sophus::Vector<Scalar, num_parameters> p; p << so3().params(), translation(); return p; } /// Mutator of translation vector. /// SOPHUS_FUNC TranslationType& translation() { return static_cast<Derived*>(this)->translation(); } /// Accessor of translation vector /// SOPHUS_FUNC TranslationType const& translation() const { return static_cast<Derived const*>(this)->translation(); } /// Accessor of unit quaternion. /// SOPHUS_FUNC QuaternionType const& unit_quaternion() const { return this->so3().unit_quaternion(); } }; /// SE3 using default storage; derived from SE3Base. template <class Scalar_, int Options> class SE3 : public SE3Base<SE3<Scalar_, Options>> { using Base = SE3Base<SE3<Scalar_, Options>>; public: static int constexpr DoF = Base::DoF; static int constexpr num_parameters = Base::num_parameters; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using SO3Member = SO3<Scalar, Options>; using TranslationMember = Vector3<Scalar, Options>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes rigid body motion to the identity. /// SOPHUS_FUNC SE3(); /// Copy constructor /// SOPHUS_FUNC SE3(SE3 const& other) = default; /// Copy-like constructor from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC SE3(SE3Base<OtherDerived> const& other) : so3_(other.so3()), translation_(other.translation()) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from SO3 and translation vector /// template <class OtherDerived, class D> SOPHUS_FUNC SE3(SO3Base<OtherDerived> const& so3, Eigen::MatrixBase<D> const& translation) : so3_(so3), translation_(translation) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); static_assert(std::is_same<typename D::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from rotation matrix and translation vector /// /// Precondition: Rotation matrix needs to be orthogonal with determinant /// of 1. /// SOPHUS_FUNC SE3(Matrix3<Scalar> const& rotation_matrix, Point const& translation) : so3_(rotation_matrix), translation_(translation) {} /// Constructor from quaternion and translation vector. /// /// Precondition: ``quaternion`` must not be close to zero. /// SOPHUS_FUNC SE3(Eigen::Quaternion<Scalar> const& quaternion, Point const& translation) : so3_(quaternion), translation_(translation) {} /// Constructor from 4x4 matrix /// /// Precondition: Rotation matrix needs to be orthogonal with determinant /// of 1. The last row must be ``(0, 0, 0, 1)``. /// SOPHUS_FUNC explicit SE3(Matrix4<Scalar> const& T) : so3_(T.template topLeftCorner<3, 3>()), translation_(T.template block<3, 1>(0, 3)) { SOPHUS_ENSURE((T.row(3) - Matrix<Scalar, 1, 4>(Scalar(0), Scalar(0), Scalar(0), Scalar(1))) .squaredNorm() < Constants<Scalar>::epsilon(), "Last row is not (0,0,0,1), but (%).", T.row(3)); } /// This provides unsafe read/write access to internal data. SO(3) is /// represented by an Eigen::Quaternion (four parameters). When using direct /// write access, the user needs to take care of that the quaternion stays /// normalized. /// SOPHUS_FUNC Scalar* data() { // so3_ and translation_ are laid out sequentially with no padding return so3_.data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { // so3_ and translation_ are laid out sequentially with no padding return so3_.data(); } /// Mutator of SO3 /// SOPHUS_FUNC SO3Member& so3() { return so3_; } /// Accessor of SO3 /// SOPHUS_FUNC SO3Member const& so3() const { return so3_; } /// Mutator of translation vector /// SOPHUS_FUNC TranslationMember& translation() { return translation_; } /// Accessor of translation vector /// SOPHUS_FUNC TranslationMember const& translation() const { return translation_; } /// Returns derivative of exp(x) wrt. x. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x( Tangent const& upsilon_omega) { using std::cos; using std::pow; using std::sin; using std::sqrt; Sophus::Matrix<Scalar, num_parameters, DoF> J; Sophus::Vector<Scalar, 3> upsilon = upsilon_omega.template head<3>(); Sophus::Vector<Scalar, 3> omega = upsilon_omega.template tail<3>(); Scalar const c0 = omega[0] * omega[0]; Scalar const c1 = omega[1] * omega[1]; Scalar const c2 = omega[2] * omega[2]; Scalar const c3 = c0 + c1 + c2; Scalar const o(0); Scalar const h(0.5); Scalar const i(1); if (c3 < Constants<Scalar>::epsilon()) { Scalar const ux = Scalar(0.5) * upsilon[0]; Scalar const uy = Scalar(0.5) * upsilon[1]; Scalar const uz = Scalar(0.5) * upsilon[2]; /// clang-format off J << o, o, o, h, o, o, o, o, o, o, h, o, o, o, o, o, o, h, o, o, o, o, o, o, i, o, o, o, uz, -uy, o, i, o, -uz, o, ux, o, o, i, uy, -ux, o; /// clang-format on return J; } Scalar const c4 = sqrt(c3); Scalar const c5 = Scalar(1.0) / c4; Scalar const c6 = Scalar(0.5) * c4; Scalar const c7 = sin(c6); Scalar const c8 = c5 * c7; Scalar const c9 = pow(c3, -3.0L / 2.0L); Scalar const c10 = c7 * c9; Scalar const c11 = Scalar(1.0) / c3; Scalar const c12 = cos(c6); Scalar const c13 = Scalar(0.5) * c11 * c12; Scalar const c14 = c7 * c9 * omega[0]; Scalar const c15 = Scalar(0.5) * c11 * c12 * omega[0]; Scalar const c16 = -c14 * omega[1] + c15 * omega[1]; Scalar const c17 = -c14 * omega[2] + c15 * omega[2]; Scalar const c18 = omega[1] * omega[2]; Scalar const c19 = -c10 * c18 + c13 * c18; Scalar const c20 = c5 * omega[0]; Scalar const c21 = Scalar(0.5) * c7; Scalar const c22 = c5 * omega[1]; Scalar const c23 = c5 * omega[2]; Scalar const c24 = -c1; Scalar const c25 = -c2; Scalar const c26 = c24 + c25; Scalar const c27 = sin(c4); Scalar const c28 = -c27 + c4; Scalar const c29 = c28 * c9; Scalar const c30 = cos(c4); Scalar const c31 = -c30 + Scalar(1); Scalar const c32 = c11 * c31; Scalar const c33 = c32 * omega[2]; Scalar const c34 = c29 * omega[0]; Scalar const c35 = c34 * omega[1]; Scalar const c36 = c32 * omega[1]; Scalar const c37 = c34 * omega[2]; Scalar const c38 = pow(c3, -5.0L / 2.0L); Scalar const c39 = Scalar(3) * c28 * c38 * omega[0]; Scalar const c40 = c26 * c9; Scalar const c41 = -c20 * c30 + c20; Scalar const c42 = c27 * c9 * omega[0]; Scalar const c43 = c42 * omega[1]; Scalar const c44 = pow(c3, -2); Scalar const c45 = Scalar(2) * c31 * c44 * omega[0]; Scalar const c46 = c45 * omega[1]; Scalar const c47 = c29 * omega[2]; Scalar const c48 = c43 - c46 + c47; Scalar const c49 = Scalar(3) * c0 * c28 * c38; Scalar const c50 = c9 * omega[0] * omega[2]; Scalar const c51 = c41 * c50 - c49 * omega[2]; Scalar const c52 = c9 * omega[0] * omega[1]; Scalar const c53 = c41 * c52 - c49 * omega[1]; Scalar const c54 = c42 * omega[2]; Scalar const c55 = c45 * omega[2]; Scalar const c56 = c29 * omega[1]; Scalar const c57 = -c54 + c55 + c56; Scalar const c58 = Scalar(-2) * c56; Scalar const c59 = Scalar(3) * c28 * c38 * omega[1]; Scalar const c60 = -c22 * c30 + c22; Scalar const c61 = -c18 * c39; Scalar const c62 = c32 + c61; Scalar const c63 = c27 * c9; Scalar const c64 = c1 * c63; Scalar const c65 = Scalar(2) * c31 * c44; Scalar const c66 = c1 * c65; Scalar const c67 = c50 * c60; Scalar const c68 = -c1 * c39 + c52 * c60; Scalar const c69 = c18 * c63; Scalar const c70 = c18 * c65; Scalar const c71 = c34 - c69 + c70; Scalar const c72 = Scalar(-2) * c47; Scalar const c73 = Scalar(3) * c28 * c38 * omega[2]; Scalar const c74 = -c23 * c30 + c23; Scalar const c75 = -c32 + c61; Scalar const c76 = c2 * c63; Scalar const c77 = c2 * c65; Scalar const c78 = c52 * c74; Scalar const c79 = c34 + c69 - c70; Scalar const c80 = -c2 * c39 + c50 * c74; Scalar const c81 = -c0; Scalar const c82 = c25 + c81; Scalar const c83 = c32 * omega[0]; Scalar const c84 = c18 * c29; Scalar const c85 = Scalar(-2) * c34; Scalar const c86 = c82 * c9; Scalar const c87 = c0 * c63; Scalar const c88 = c0 * c65; Scalar const c89 = c9 * omega[1] * omega[2]; Scalar const c90 = c41 * c89; Scalar const c91 = c54 - c55 + c56; Scalar const c92 = -c1 * c73 + c60 * c89; Scalar const c93 = -c43 + c46 + c47; Scalar const c94 = -c2 * c59 + c74 * c89; Scalar const c95 = c24 + c81; Scalar const c96 = c9 * c95; J(0, 0) = o; J(0, 1) = o; J(0, 2) = o; J(0, 3) = -c0 * c10 + c0 * c13 + c8; J(0, 4) = c16; J(0, 5) = c17; J(1, 0) = o; J(1, 1) = o; J(1, 2) = o; J(1, 3) = c16; J(1, 4) = -c1 * c10 + c1 * c13 + c8; J(1, 5) = c19; J(2, 0) = o; J(2, 1) = o; J(2, 2) = o; J(2, 3) = c17; J(2, 4) = c19; J(2, 5) = -c10 * c2 + c13 * c2 + c8; J(3, 0) = o; J(3, 1) = o; J(3, 2) = o; J(3, 3) = -c20 * c21; J(3, 4) = -c21 * c22; J(3, 5) = -c21 * c23; J(4, 0) = c26 * c29 + Scalar(1); J(4, 1) = -c33 + c35; J(4, 2) = c36 + c37; J(4, 3) = upsilon[0] * (-c26 * c39 + c40 * c41) + upsilon[1] * (c53 + c57) + upsilon[2] * (c48 + c51); J(4, 4) = upsilon[0] * (-c26 * c59 + c40 * c60 + c58) + upsilon[1] * (c68 + c71) + upsilon[2] * (c62 + c64 - c66 + c67); J(4, 5) = upsilon[0] * (-c26 * c73 + c40 * c74 + c72) + upsilon[1] * (c75 - c76 + c77 + c78) + upsilon[2] * (c79 + c80); J(5, 0) = c33 + c35; J(5, 1) = c29 * c82 + Scalar(1); J(5, 2) = -c83 + c84; J(5, 3) = upsilon[0] * (c53 + c91) + upsilon[1] * (-c39 * c82 + c41 * c86 + c85) + upsilon[2] * (c75 - c87 + c88 + c90); J(5, 4) = upsilon[0] * (c68 + c79) + upsilon[1] * (-c59 * c82 + c60 * c86) + upsilon[2] * (c92 + c93); J(5, 5) = upsilon[0] * (c62 + c76 - c77 + c78) + upsilon[1] * (c72 - c73 * c82 + c74 * c86) + upsilon[2] * (c57 + c94); J(6, 0) = -c36 + c37; J(6, 1) = c83 + c84; J(6, 2) = c29 * c95 + Scalar(1); J(6, 3) = upsilon[0] * (c51 + c93) + upsilon[1] * (c62 + c87 - c88 + c90) + upsilon[2] * (-c39 * c95 + c41 * c96 + c85); J(6, 4) = upsilon[0] * (-c64 + c66 + c67 + c75) + upsilon[1] * (c48 + c92) + upsilon[2] * (c58 - c59 * c95 + c60 * c96); J(6, 5) = upsilon[0] * (c71 + c80) + upsilon[1] * (c91 + c94) + upsilon[2] * (-c73 * c95 + c74 * c96); return J; } /// Returns derivative of exp(x) wrt. x_i at x=0. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x_at_0() { Sophus::Matrix<Scalar, num_parameters, DoF> J; Scalar const o(0); Scalar const h(0.5); Scalar const i(1); // clang-format off J << o, o, o, h, o, o, o, o, o, o, h, o, o, o, o, o, o, h, o, o, o, o, o, o, i, o, o, o, o, o, o, i, o, o, o, o, o, o, i, o, o, o; // clang-format on return J; } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int i) { return generator(i); } /// Group exponential /// /// This functions takes in an element of tangent space (= twist ``a``) and /// returns the corresponding element of the group SE(3). /// /// The first three components of ``a`` represent the translational part /// ``upsilon`` in the tangent space of SE(3), while the last three components /// of ``a`` represents the rotation vector ``omega``. /// To be more specific, this function computes ``expmat(hat(a))`` with /// ``expmat(.)`` being the matrix exponential and ``hat(.)`` the hat-operator /// of SE(3), see below. /// SOPHUS_FUNC static SE3<Scalar> exp(Tangent const& a) { using std::cos; using std::sin; Vector3<Scalar> const omega = a.template tail<3>(); Scalar theta; SO3<Scalar> const so3 = SO3<Scalar>::expAndTheta(omega, &theta); Matrix3<Scalar> const Omega = SO3<Scalar>::hat(omega); Matrix3<Scalar> const Omega_sq = Omega * Omega; Matrix3<Scalar> V; if (theta < Constants<Scalar>::epsilon()) { V = so3.matrix(); /// Note: That is an accurate expansion! } else { Scalar theta_sq = theta * theta; V = (Matrix3<Scalar>::Identity() + (Scalar(1) - cos(theta)) / (theta_sq)*Omega + (theta - sin(theta)) / (theta_sq * theta) * Omega_sq); } return SE3<Scalar>(so3, V * a.template head<3>()); } /// Returns closest SE3 given arbirary 4x4 matrix. /// template <class S = Scalar> SOPHUS_FUNC static enable_if_t<std::is_floating_point<S>::value, SE3> fitToSE3(Matrix4<Scalar> const& T) { return SE3(SO3<Scalar>::fitToSO3(T.template block<3, 3>(0, 0)), T.template block<3, 1>(0, 3)); } /// Returns the ith infinitesimal generators of SE(3). /// /// The infinitesimal generators of SE(3) are: /// /// ``` /// | 0 0 0 1 | /// G_0 = | 0 0 0 0 | /// | 0 0 0 0 | /// | 0 0 0 0 | /// /// | 0 0 0 0 | /// G_1 = | 0 0 0 1 | /// | 0 0 0 0 | /// | 0 0 0 0 | /// /// | 0 0 0 0 | /// G_2 = | 0 0 0 0 | /// | 0 0 0 1 | /// | 0 0 0 0 | /// /// | 0 0 0 0 | /// G_3 = | 0 0 -1 0 | /// | 0 1 0 0 | /// | 0 0 0 0 | /// /// | 0 0 1 0 | /// G_4 = | 0 0 0 0 | /// | -1 0 0 0 | /// | 0 0 0 0 | /// /// | 0 -1 0 0 | /// G_5 = | 1 0 0 0 | /// | 0 0 0 0 | /// | 0 0 0 0 | /// ``` /// /// Precondition: ``i`` must be in [0, 5]. /// SOPHUS_FUNC static Transformation generator(int i) { SOPHUS_ENSURE(i >= 0 && i <= 5, "i should be in range [0,5]."); Tangent e; e.setZero(); e[i] = Scalar(1); return hat(e); } /// hat-operator /// /// It takes in the 6-vector representation (= twist) and returns the /// corresponding matrix representation of Lie algebra element. /// /// Formally, the hat()-operator of SE(3) is defined as /// /// ``hat(.): R^6 -> R^{4x4}, hat(a) = sum_i a_i * G_i`` (for i=0,...,5) /// /// with ``G_i`` being the ith infinitesimal generator of SE(3). /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& a) { Transformation Omega; Omega.setZero(); Omega.template topLeftCorner<3, 3>() = SO3<Scalar>::hat(a.template tail<3>()); Omega.col(3).template head<3>() = a.template head<3>(); return Omega; } /// Lie bracket /// /// It computes the Lie bracket of SE(3). To be more specific, it computes /// /// ``[omega_1, omega_2]_se3 := vee([hat(omega_1), hat(omega_2)])`` /// /// with ``[A,B] := AB-BA`` being the matrix commutator, ``hat(.)`` the /// hat()-operator and ``vee(.)`` the vee()-operator of SE(3). /// SOPHUS_FUNC static Tangent lieBracket(Tangent const& a, Tangent const& b) { Vector3<Scalar> const upsilon1 = a.template head<3>(); Vector3<Scalar> const upsilon2 = b.template head<3>(); Vector3<Scalar> const omega1 = a.template tail<3>(); Vector3<Scalar> const omega2 = b.template tail<3>(); Tangent res; res.template head<3>() = omega1.cross(upsilon2) + upsilon1.cross(omega2); res.template tail<3>() = omega1.cross(omega2); return res; } /// Construct x-axis rotation. /// static SOPHUS_FUNC SE3 rotX(Scalar const& x) { return SE3(SO3<Scalar>::rotX(x), Sophus::Vector3<Scalar>::Zero()); } /// Construct y-axis rotation. /// static SOPHUS_FUNC SE3 rotY(Scalar const& y) { return SE3(SO3<Scalar>::rotY(y), Sophus::Vector3<Scalar>::Zero()); } /// Construct z-axis rotation. /// static SOPHUS_FUNC SE3 rotZ(Scalar const& z) { return SE3(SO3<Scalar>::rotZ(z), Sophus::Vector3<Scalar>::Zero()); } /// Draw uniform sample from SE(3) manifold. /// /// Translations are drawn component-wise from the range [-1, 1]. /// template <class UniformRandomBitGenerator> static SE3 sampleUniform(UniformRandomBitGenerator& generator) { std::uniform_real_distribution<Scalar> uniform(Scalar(-1), Scalar(1)); return SE3(SO3<Scalar>::sampleUniform(generator), Vector3<Scalar>(uniform(generator), uniform(generator), uniform(generator))); } /// Construct a translation only SE3 instance. /// template <class T0, class T1, class T2> static SOPHUS_FUNC SE3 trans(T0 const& x, T1 const& y, T2 const& z) { return SE3(SO3<Scalar>(), Vector3<Scalar>(x, y, z)); } static SOPHUS_FUNC SE3 trans(Vector3<Scalar> const& xyz) { return SE3(SO3<Scalar>(), xyz); } /// Construct x-axis translation. /// static SOPHUS_FUNC SE3 transX(Scalar const& x) { return SE3::trans(x, Scalar(0), Scalar(0)); } /// Construct y-axis translation. /// static SOPHUS_FUNC SE3 transY(Scalar const& y) { return SE3::trans(Scalar(0), y, Scalar(0)); } /// Construct z-axis translation. /// static SOPHUS_FUNC SE3 transZ(Scalar const& z) { return SE3::trans(Scalar(0), Scalar(0), z); } /// vee-operator /// /// It takes 4x4-matrix representation ``Omega`` and maps it to the /// corresponding 6-vector representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | 0 -f e a | /// | f 0 -d b | /// | -e d 0 c /// | 0 0 0 0 | . /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { Tangent upsilon_omega; upsilon_omega.template head<3>() = Omega.col(3).template head<3>(); upsilon_omega.template tail<3>() = SO3<Scalar>::vee(Omega.template topLeftCorner<3, 3>()); return upsilon_omega; } protected: SO3Member so3_; TranslationMember translation_; }; template <class Scalar, int Options> SE3<Scalar, Options>::SE3() : translation_(TranslationMember::Zero()) { static_assert(std::is_standard_layout<SE3>::value, "Assume standard layout for the use of offsetof check below."); static_assert( offsetof(SE3, so3_) + sizeof(Scalar) * SO3<Scalar>::num_parameters == offsetof(SE3, translation_), "This class assumes packed storage and hence will only work " "correctly depending on the compiler (options) - in " "particular when using [this->data(), this-data() + " "num_parameters] to access the raw data in a contiguous fashion."); } } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``SE3``; derived from SE3Base. /// /// Allows us to wrap SE3 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::SE3<Scalar_>, Options> : public Sophus::SE3Base<Map<Sophus::SE3<Scalar_>, Options>> { public: using Base = Sophus::SE3Base<Map<Sophus::SE3<Scalar_>, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : so3_(coeffs), translation_(coeffs + Sophus::SO3<Scalar>::num_parameters) {} /// Mutator of SO3 /// SOPHUS_FUNC Map<Sophus::SO3<Scalar>, Options>& so3() { return so3_; } /// Accessor of SO3 /// SOPHUS_FUNC Map<Sophus::SO3<Scalar>, Options> const& so3() const { return so3_; } /// Mutator of translation vector /// SOPHUS_FUNC Map<Sophus::Vector3<Scalar, Options>>& translation() { return translation_; } /// Accessor of translation vector /// SOPHUS_FUNC Map<Sophus::Vector3<Scalar, Options>> const& translation() const { return translation_; } protected: Map<Sophus::SO3<Scalar>, Options> so3_; Map<Sophus::Vector3<Scalar>, Options> translation_; }; /// Specialization of Eigen::Map for ``SE3 const``; derived from SE3Base. /// /// Allows us to wrap SE3 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::SE3<Scalar_> const, Options> : public Sophus::SE3Base<Map<Sophus::SE3<Scalar_> const, Options>> { public: using Base = Sophus::SE3Base<Map<Sophus::SE3<Scalar_> const, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : so3_(coeffs), translation_(coeffs + Sophus::SO3<Scalar>::num_parameters) {} /// Accessor of SO3 /// SOPHUS_FUNC Map<Sophus::SO3<Scalar> const, Options> const& so3() const { return so3_; } /// Accessor of translation vector /// SOPHUS_FUNC Map<Sophus::Vector3<Scalar> const, Options> const& translation() const { return translation_; } protected: Map<Sophus::SO3<Scalar> const, Options> const so3_; Map<Sophus::Vector3<Scalar> const, Options> const translation_; }; } // namespace Eigen #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/common.hpp
.hpp
5,521
202
/// @file /// Common functionality. #ifndef SOPHUS_COMMON_HPP #define SOPHUS_COMMON_HPP #include <cmath> #include <cstdio> #include <cstdlib> #include <random> #include <type_traits> #include <Eigen/Core> #if !defined(SOPHUS_DISABLE_ENSURES) #include "formatstring.hpp" #endif //!defined(SOPHUS_DISABLE_ENSURES) // following boost's assert.hpp #undef SOPHUS_ENSURE // ENSURES are similar to ASSERTS, but they are always checked for (including in // release builds). At the moment there are no ASSERTS in Sophus which should // only be used for checks which are performance critical. #ifdef __GNUC__ #define SOPHUS_FUNCTION __PRETTY_FUNCTION__ #elif (_MSC_VER >= 1310) #define SOPHUS_FUNCTION __FUNCTION__ #else #define SOPHUS_FUNCTION "unknown" #endif // Make sure this compiles with older versions of Eigen which do not have // EIGEN_DEVICE_FUNC defined. #ifndef EIGEN_DEVICE_FUNC #define EIGEN_DEVICE_FUNC #endif // NVCC on windows has issues with defaulting the Map specialization constructors, so // special case that specific platform case. #if defined(_MSC_VER) && defined(__CUDACC__) #define SOPHUS_WINDOW_NVCC_FALLBACK #endif // Make sure this compiles with older versions of Eigen which do not have // EIGEN_DEFAULT_COPY_CONSTRUCTOR defined #ifndef EIGEN_DEFAULT_COPY_CONSTRUCTOR #if EIGEN_HAS_CXX11 && !defined(SOPHUS_WINDOW_NVCC_FALLBACK) #define EIGEN_DEFAULT_COPY_CONSTRUCTOR(CLASS) EIGEN_DEVICE_FUNC CLASS(const CLASS&) = default; #else #define EIGEN_DEFAULT_COPY_CONSTRUCTOR(CLASS) #endif #ifndef EIGEN_INHERIT_ASSIGNMENT_OPERATORS #error "eigen must have EIGEN_INHERIT_ASSIGNMENT_OPERATORS" #endif #define SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Derived) \ EIGEN_INHERIT_ASSIGNMENT_OPERATORS(Derived) \ EIGEN_DEFAULT_COPY_CONSTRUCTOR(Derived) #endif #ifndef SOPHUS_INHERIT_ASSIGNMENT_OPERATORS #ifndef EIGEN_INHERIT_ASSIGNMENT_OPERATORS #error "eigen must have EIGEN_INHERIT_ASSIGNMENT_OPERATORS" #endif #define SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Derived) EIGEN_INHERIT_ASSIGNMENT_OPERATORS(Derived) #endif #define SOPHUS_FUNC EIGEN_DEVICE_FUNC #if defined(SOPHUS_DISABLE_ENSURES) #define SOPHUS_ENSURE(expr, ...) ((void)0) #elif defined(SOPHUS_ENABLE_ENSURE_HANDLER) namespace Sophus { void ensureFailed(char const* function, char const* file, int line, char const* description); } #define SOPHUS_ENSURE(expr, ...) \ ((expr) ? ((void)0) \ : ::Sophus::ensureFailed( \ SOPHUS_FUNCTION, __FILE__, __LINE__, \ Sophus::details::FormatString(__VA_ARGS__).c_str())) #else // LCOV_EXCL_START namespace Sophus { template <class... Args> SOPHUS_FUNC void defaultEnsure(char const* function, char const* file, int line, char const* description, Args&&... args) { std::printf("Sophus ensure failed in function '%s', file '%s', line %d.\n", function, file, line); #ifdef __CUDACC__ std::printf("%s", description); #else std::cout << details::FormatString(description, std::forward<Args>(args)...) << std::endl; std::abort(); #endif } } // namespace Sophus // LCOV_EXCL_STOP #define SOPHUS_ENSURE(expr, ...) \ ((expr) ? ((void)0) \ : Sophus::defaultEnsure(SOPHUS_FUNCTION, __FILE__, __LINE__, \ ##__VA_ARGS__)) #endif namespace Sophus { template <class Scalar> struct Constants { SOPHUS_FUNC static Scalar epsilon() { return Scalar(1e-10); } SOPHUS_FUNC static Scalar epsilonSqrt() { using std::sqrt; return sqrt(epsilon()); } SOPHUS_FUNC static Scalar pi() { return Scalar(3.141592653589793238462643383279502884); } }; template <> struct Constants<float> { SOPHUS_FUNC static float constexpr epsilon() { return static_cast<float>(1e-5); } SOPHUS_FUNC static float epsilonSqrt() { return std::sqrt(epsilon()); } SOPHUS_FUNC static float constexpr pi() { return 3.141592653589793238462643383279502884f; } }; /// Nullopt type of lightweight optional class. struct nullopt_t { explicit constexpr nullopt_t() {} }; constexpr nullopt_t nullopt{}; /// Lightweight optional implementation which requires ``T`` to have a /// default constructor. /// /// TODO: Replace with std::optional once Sophus moves to c++17. /// template <class T> class optional { public: optional() : is_valid_(false) {} optional(nullopt_t) : is_valid_(false) {} optional(T const& type) : type_(type), is_valid_(true) {} explicit operator bool() const { return is_valid_; } T const* operator->() const { SOPHUS_ENSURE(is_valid_, "must be valid"); return &type_; } T* operator->() { SOPHUS_ENSURE(is_valid_, "must be valid"); return &type_; } T const& operator*() const { SOPHUS_ENSURE(is_valid_, "must be valid"); return type_; } T& operator*() { SOPHUS_ENSURE(is_valid_, "must be valid"); return type_; } private: T type_; bool is_valid_; }; template <bool B, class T = void> using enable_if_t = typename std::enable_if<B, T>::type; template <class G> struct IsUniformRandomBitGenerator { static const bool value = std::is_unsigned<typename G::result_type>::value && std::is_unsigned<decltype(G::min())>::value && std::is_unsigned<decltype(G::max())>::value; }; } // namespace Sophus #endif // SOPHUS_COMMON_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/local_parameterization_se3.hpp
.hpp
1,252
46
#ifndef SOPHUS_TEST_LOCAL_PARAMETERIZATION_SE3_HPP #define SOPHUS_TEST_LOCAL_PARAMETERIZATION_SE3_HPP #include <ceres/local_parameterization.h> #include "se3.hpp" namespace Sophus { class LocalParameterizationSE3 : public ceres::LocalParameterization { public: virtual ~LocalParameterizationSE3() {} // SE3 plus operation for Ceres // // T * exp(x) // virtual bool Plus(double const* T_raw, double const* delta_raw, double* T_plus_delta_raw) const { Eigen::Map<SE3d const> const T(T_raw); Eigen::Map<Vector6d const> const delta(delta_raw); Eigen::Map<SE3d> T_plus_delta(T_plus_delta_raw); T_plus_delta = T * SE3d::exp(delta); return true; } // Jacobian of SE3 plus operation for Ceres // // Dx T * exp(x) with x=0 // virtual bool ComputeJacobian(double const* T_raw, double* jacobian_raw) const { Eigen::Map<SE3d const> T(T_raw); Eigen::Map<Eigen::Matrix<double, 7, 6, Eigen::RowMajor>> jacobian( jacobian_raw); jacobian = T.Dx_this_mul_exp_x_at_0(); return true; } virtual int GlobalSize() const { return SE3d::num_parameters; } virtual int LocalSize() const { return SE3d::DoF; } }; } // namespace Sophus #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/rotation_matrix.hpp
.hpp
2,685
85
/// @file /// Rotation matrix helper functions. #ifndef SOPHUS_ROTATION_MATRIX_HPP #define SOPHUS_ROTATION_MATRIX_HPP #include <Eigen/Dense> #include <Eigen/SVD> #include "types.hpp" namespace Sophus { /// Takes in arbitrary square matrix and returns true if it is /// orthogonal. template <class D> SOPHUS_FUNC bool isOrthogonal(Eigen::MatrixBase<D> const& R) { using Scalar = typename D::Scalar; static int const N = D::RowsAtCompileTime; static int const M = D::ColsAtCompileTime; static_assert(N == M, "must be a square matrix"); static_assert(N >= 2, "must have compile time dimension >= 2"); return (R * R.transpose() - Matrix<Scalar, N, N>::Identity()).norm() < Constants<Scalar>::epsilon(); } /// Takes in arbitrary square matrix and returns true if it is /// "scaled-orthogonal" with positive determinant. /// template <class D> SOPHUS_FUNC bool isScaledOrthogonalAndPositive(Eigen::MatrixBase<D> const& sR) { using Scalar = typename D::Scalar; static int const N = D::RowsAtCompileTime; static int const M = D::ColsAtCompileTime; using std::pow; using std::sqrt; Scalar det = sR.determinant(); if (det <= Scalar(0)) { return false; } Scalar scale_sqr = pow(det, Scalar(2. / N)); static_assert(N == M, "must be a square matrix"); static_assert(N >= 2, "must have compile time dimension >= 2"); return (sR * sR.transpose() - scale_sqr * Matrix<Scalar, N, N>::Identity()) .template lpNorm<Eigen::Infinity>() < sqrt(Constants<Scalar>::epsilon()); } /// Takes in arbitrary square matrix (2x2 or larger) and returns closest /// orthogonal matrix with positive determinant. template <class D> SOPHUS_FUNC enable_if_t< std::is_floating_point<typename D::Scalar>::value, Matrix<typename D::Scalar, D::RowsAtCompileTime, D::RowsAtCompileTime>> makeRotationMatrix(Eigen::MatrixBase<D> const& R) { using Scalar = typename D::Scalar; static int const N = D::RowsAtCompileTime; static int const M = D::ColsAtCompileTime; static_assert(N == M, "must be a square matrix"); static_assert(N >= 2, "must have compile time dimension >= 2"); Eigen::JacobiSVD<Matrix<Scalar, N, N>> svd( R, Eigen::ComputeFullU | Eigen::ComputeFullV); // Determine determinant of orthogonal matrix U*V'. Scalar d = (svd.matrixU() * svd.matrixV().transpose()).determinant(); // Starting from the identity matrix D, set the last entry to d (+1 or // -1), so that det(U*D*V') = 1. Matrix<Scalar, N, N> Diag = Matrix<Scalar, N, N>::Identity(); Diag(N - 1, N - 1) = d; return svd.matrixU() * Diag * svd.matrixV().transpose(); } } // namespace Sophus #endif // SOPHUS_ROTATION_MATRIX_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/so2.hpp
.hpp
21,328
627
/// @file /// Special orthogonal group SO(2) - rotation in 2d. #ifndef SOPHUS_SO2_HPP #define SOPHUS_SO2_HPP #include <complex> #include <type_traits> // Include only the selective set of Eigen headers that we need. // This helps when using Sophus with unusual compilers, like nvcc. #include <Eigen/LU> #include "rotation_matrix.hpp" #include "types.hpp" namespace Sophus { template <class Scalar_, int Options = 0> class SO2; using SO2d = SO2<double>; using SO2f = SO2<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options_> struct traits<Sophus::SO2<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using ComplexType = Sophus::Vector2<Scalar, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::SO2<Scalar_>, Options_>> : traits<Sophus::SO2<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using ComplexType = Map<Sophus::Vector2<Scalar>, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::SO2<Scalar_> const, Options_>> : traits<Sophus::SO2<Scalar_, Options_> const> { static constexpr int Options = Options_; using Scalar = Scalar_; using ComplexType = Map<Sophus::Vector2<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// SO2 base type - implements SO2 class but is storage agnostic. /// /// SO(2) is the group of rotations in 2d. As a matrix group, it is the set of /// matrices which are orthogonal such that ``R * R' = I`` (with ``R'`` being /// the transpose of ``R``) and have a positive determinant. In particular, the /// determinant is 1. Let ``theta`` be the rotation angle, the rotation matrix /// can be written in close form: /// /// | cos(theta) -sin(theta) | /// | sin(theta) cos(theta) | /// /// As a matter of fact, the first column of those matrices is isomorph to the /// set of unit complex numbers U(1). Thus, internally, SO2 is represented as /// complex number with length 1. /// /// SO(2) is a compact and commutative group. First it is compact since the set /// of rotation matrices is a closed and bounded set. Second it is commutative /// since ``R(alpha) * R(beta) = R(beta) * R(alpha)``, simply because ``alpha + /// beta = beta + alpha`` with ``alpha`` and ``beta`` being rotation angles /// (about the same axis). /// /// Class invariant: The 2-norm of ``unit_complex`` must be close to 1. /// Technically speaking, it must hold that: /// /// ``|unit_complex().squaredNorm() - 1| <= Constants::epsilon()``. template <class Derived> class SO2Base { public: static constexpr int Options = Eigen::internal::traits<Derived>::Options; using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using ComplexT = typename Eigen::internal::traits<Derived>::ComplexType; using ComplexTemporaryType = Sophus::Vector2<Scalar, Options>; /// Degrees of freedom of manifold, number of dimensions in tangent space (one /// since we only have in-plane rotations). static int constexpr DoF = 1; /// Number of internal parameters used (complex numbers are a tuples). static int constexpr num_parameters = 2; /// Group transformations are 2x2 matrices. static int constexpr N = 2; using Transformation = Matrix<Scalar, N, N>; using Point = Vector2<Scalar>; using HomogeneousPoint = Vector3<Scalar>; using Line = ParametrizedLine2<Scalar>; using Tangent = Scalar; using Adjoint = Scalar; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with SO2 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using SO2Product = SO2<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector2<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector3<ReturnScalar<HPointDerived>>; /// Adjoint transformation /// /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. /// /// It simply ``1``, since ``SO(2)`` is a commutative group. /// SOPHUS_FUNC Adjoint Adj() const { return Scalar(1); } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC SO2<NewScalarType> cast() const { return SO2<NewScalarType>(unit_complex().template cast<NewScalarType>()); } /// This provides unsafe read/write access to internal data. SO(2) is /// represented by a unit complex number (two parameters). When using direct /// write access, the user needs to take care of that the complex number stays /// normalized. /// SOPHUS_FUNC Scalar* data() { return unit_complex_nonconst().data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { return unit_complex().data(); } /// Returns group inverse. /// SOPHUS_FUNC SO2<Scalar> inverse() const { return SO2<Scalar>(unit_complex().x(), -unit_complex().y()); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (rotation matrices) to elements of the tangent space /// (rotation angles). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of SO(2). /// SOPHUS_FUNC Scalar log() const { using std::atan2; return atan2(unit_complex().y(), unit_complex().x()); } /// It re-normalizes ``unit_complex`` to unit length. /// /// Note: Because of the class invariant, there is typically no need to call /// this function directly. /// SOPHUS_FUNC void normalize() { using std::sqrt; Scalar length = sqrt(unit_complex().x() * unit_complex().x() + unit_complex().y() * unit_complex().y()); SOPHUS_ENSURE(length >= Constants<Scalar>::epsilon(), "Complex number should not be close to zero!"); unit_complex_nonconst().x() /= length; unit_complex_nonconst().y() /= length; } /// Returns 2x2 matrix representation of the instance. /// /// For SO(2), the matrix representation is an orthogonal matrix ``R`` with /// ``det(R)=1``, thus the so-called "rotation matrix". /// SOPHUS_FUNC Transformation matrix() const { Scalar const& real = unit_complex().x(); Scalar const& imag = unit_complex().y(); Transformation R; // clang-format off R << real, -imag, imag, real; // clang-format on return R; } /// Assignment operator /// SOPHUS_FUNC SO2Base& operator=(SO2Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC SO2Base<Derived>& operator=(SO2Base<OtherDerived> const& other) { unit_complex_nonconst() = other.unit_complex(); return *this; } /// Group multiplication, which is rotation concatenation. /// template <typename OtherDerived> SOPHUS_FUNC SO2Product<OtherDerived> operator*( SO2Base<OtherDerived> const& other) const { using ResultT = ReturnScalar<OtherDerived>; Scalar const lhs_real = unit_complex().x(); Scalar const lhs_imag = unit_complex().y(); typename OtherDerived::Scalar const& rhs_real = other.unit_complex().x(); typename OtherDerived::Scalar const& rhs_imag = other.unit_complex().y(); // complex multiplication ResultT const result_real = lhs_real * rhs_real - lhs_imag * rhs_imag; ResultT const result_imag = lhs_real * rhs_imag + lhs_imag * rhs_real; ResultT const squared_norm = result_real * result_real + result_imag * result_imag; // We can assume that the squared-norm is close to 1 since we deal with a // unit complex number. Due to numerical precision issues, there might // be a small drift after pose concatenation. Hence, we need to renormalizes // the complex number here. // Since squared-norm is close to 1, we do not need to calculate the costly // square-root, but can use an approximation around 1 (see // http://stackoverflow.com/a/12934750 for details). if (squared_norm != ResultT(1.0)) { ResultT const scale = ResultT(2.0) / (ResultT(1.0) + squared_norm); return SO2Product<OtherDerived>(result_real * scale, result_imag * scale); } return SO2Product<OtherDerived>(result_real, result_imag); } /// Group action on 2-points. /// /// This function rotates a 2 dimensional point ``p`` by the SO2 element /// ``bar_R_foo`` (= rotation matrix): ``p_bar = bar_R_foo * p_foo``. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 2>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { Scalar const& real = unit_complex().x(); Scalar const& imag = unit_complex().y(); return PointProduct<PointDerived>(real * p[0] - imag * p[1], imag * p[0] + real * p[1]); } /// Group action on homogeneous 2-points. /// /// This function rotates a homogeneous 2 dimensional point ``p`` by the SO2 /// element ``bar_R_foo`` (= rotation matrix): ``p_bar = bar_R_foo * p_foo``. /// template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 3>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { Scalar const& real = unit_complex().x(); Scalar const& imag = unit_complex().y(); return HomogeneousPointProduct<HPointDerived>( real * p[0] - imag * p[1], imag * p[0] + real * p[1], p[2]); } /// Group action on lines. /// /// This function rotates a parametrized line ``l(t) = o + t * d`` by the SO2 /// element: /// /// Both direction ``d`` and origin ``o`` are rotated as a 2 dimensional point /// SOPHUS_FUNC Line operator*(Line const& l) const { return Line((*this) * l.origin(), (*this) * l.direction()); } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SO2's Scalar type. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC SO2Base<Derived> operator*=(SO2Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Returns derivative of this * SO2::exp(x) wrt. x at x=0. /// SOPHUS_FUNC Matrix<Scalar, num_parameters, DoF> Dx_this_mul_exp_x_at_0() const { return Matrix<Scalar, num_parameters, DoF>(-unit_complex()[1], unit_complex()[0]); } /// Returns internal parameters of SO(2). /// /// It returns (c[0], c[1]), with c being the unit complex number. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { return unit_complex(); } /// Takes in complex number / tuple and normalizes it. /// /// Precondition: The complex number must not be close to zero. /// SOPHUS_FUNC void setComplex(Point const& complex) { unit_complex_nonconst() = complex; normalize(); } /// Accessor of unit quaternion. /// SOPHUS_FUNC ComplexT const& unit_complex() const { return static_cast<Derived const*>(this)->unit_complex(); } private: /// Mutator of unit_complex is private to ensure class invariant. That is /// the complex number must stay close to unit length. /// SOPHUS_FUNC ComplexT& unit_complex_nonconst() { return static_cast<Derived*>(this)->unit_complex_nonconst(); } }; /// SO2 using default storage; derived from SO2Base. template <class Scalar_, int Options> class SO2 : public SO2Base<SO2<Scalar_, Options>> { public: using Base = SO2Base<SO2<Scalar_, Options>>; static int constexpr DoF = Base::DoF; static int constexpr num_parameters = Base::num_parameters; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using ComplexMember = Vector2<Scalar, Options>; /// ``Base`` is friend so unit_complex_nonconst can be accessed from ``Base``. friend class SO2Base<SO2<Scalar, Options>>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes unit complex number to identity rotation. /// SOPHUS_FUNC SO2() : unit_complex_(Scalar(1), Scalar(0)) {} /// Copy constructor /// SOPHUS_FUNC SO2(SO2 const& other) = default; /// Copy-like constructor from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC SO2(SO2Base<OtherDerived> const& other) : unit_complex_(other.unit_complex()) {} /// Constructor from rotation matrix /// /// Precondition: rotation matrix need to be orthogonal with determinant of 1. /// SOPHUS_FUNC explicit SO2(Transformation const& R) : unit_complex_(Scalar(0.5) * (R(0, 0) + R(1, 1)), Scalar(0.5) * (R(1, 0) - R(0, 1))) { SOPHUS_ENSURE(isOrthogonal(R), "R is not orthogonal:\n %", R); SOPHUS_ENSURE(R.determinant() > Scalar(0), "det(R) is not positive: %", R.determinant()); } /// Constructor from pair of real and imaginary number. /// /// Precondition: The pair must not be close to zero. /// SOPHUS_FUNC SO2(Scalar const& real, Scalar const& imag) : unit_complex_(real, imag) { Base::normalize(); } /// Constructor from 2-vector. /// /// Precondition: The vector must not be close to zero. /// template <class D> SOPHUS_FUNC explicit SO2(Eigen::MatrixBase<D> const& complex) : unit_complex_(complex) { static_assert(std::is_same<typename D::Scalar, Scalar>::value, "must be same Scalar type"); Base::normalize(); } /// Constructor from an rotation angle. /// SOPHUS_FUNC explicit SO2(Scalar theta) { unit_complex_nonconst() = SO2<Scalar>::exp(theta).unit_complex(); } /// Accessor of unit complex number /// SOPHUS_FUNC ComplexMember const& unit_complex() const { return unit_complex_; } /// Group exponential /// /// This functions takes in an element of tangent space (= rotation angle /// ``theta``) and returns the corresponding element of the group SO(2). /// /// To be more specific, this function computes ``expmat(hat(omega))`` /// with ``expmat(.)`` being the matrix exponential and ``hat(.)`` being the /// hat()-operator of SO(2). /// SOPHUS_FUNC static SO2<Scalar> exp(Tangent const& theta) { using std::cos; using std::sin; return SO2<Scalar>(cos(theta), sin(theta)); } /// Returns derivative of exp(x) wrt. x. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x( Tangent const& theta) { using std::cos; using std::sin; return Sophus::Matrix<Scalar, num_parameters, DoF>(-sin(theta), cos(theta)); } /// Returns derivative of exp(x) wrt. x_i at x=0. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x_at_0() { return Sophus::Matrix<Scalar, num_parameters, DoF>(Scalar(0), Scalar(1)); } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int) { return generator(); } /// Returns the infinitesimal generators of SO(2). /// /// The infinitesimal generators of SO(2) is: /// /// | 0 1 | /// | -1 0 | /// SOPHUS_FUNC static Transformation generator() { return hat(Scalar(1)); } /// hat-operator /// /// It takes in the scalar representation ``theta`` (= rotation angle) and /// returns the corresponding matrix representation of Lie algebra element. /// /// Formally, the hat()-operator of SO(2) is defined as /// /// ``hat(.): R^2 -> R^{2x2}, hat(theta) = theta * G`` /// /// with ``G`` being the infinitesimal generator of SO(2). /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& theta) { Transformation Omega; // clang-format off Omega << Scalar(0), -theta, theta, Scalar(0); // clang-format on return Omega; } /// Returns closed SO2 given arbitrary 2x2 matrix. /// template <class S = Scalar> static SOPHUS_FUNC enable_if_t<std::is_floating_point<S>::value, SO2> fitToSO2(Transformation const& R) { return SO2(makeRotationMatrix(R)); } /// Lie bracket /// /// It returns the Lie bracket of SO(2). Since SO(2) is a commutative group, /// the Lie bracket is simple ``0``. /// SOPHUS_FUNC static Tangent lieBracket(Tangent const&, Tangent const&) { return Scalar(0); } /// Draw uniform sample from SO(2) manifold. /// template <class UniformRandomBitGenerator> static SO2 sampleUniform(UniformRandomBitGenerator& generator) { static_assert(IsUniformRandomBitGenerator<UniformRandomBitGenerator>::value, "generator must meet the UniformRandomBitGenerator concept"); std::uniform_real_distribution<Scalar> uniform(-Constants<Scalar>::pi(), Constants<Scalar>::pi()); return SO2(uniform(generator)); } /// vee-operator /// /// It takes the 2x2-matrix representation ``Omega`` and maps it to the /// corresponding scalar representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | 0 -a | /// | a 0 | /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { using std::abs; return Omega(1, 0); } protected: /// Mutator of complex number is protected to ensure class invariant. /// SOPHUS_FUNC ComplexMember& unit_complex_nonconst() { return unit_complex_; } ComplexMember unit_complex_; }; } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``SO2``; derived from SO2Base. /// /// Allows us to wrap SO2 objects around POD array (e.g. external c style /// complex number / tuple). template <class Scalar_, int Options> class Map<Sophus::SO2<Scalar_>, Options> : public Sophus::SO2Base<Map<Sophus::SO2<Scalar_>, Options>> { public: using Base = Sophus::SO2Base<Map<Sophus::SO2<Scalar_>, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; /// ``Base`` is friend so unit_complex_nonconst can be accessed from ``Base``. friend class Sophus::SO2Base<Map<Sophus::SO2<Scalar_>, Options>>; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : unit_complex_(coeffs) {} /// Accessor of unit complex number. /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options> const& unit_complex() const { return unit_complex_; } protected: /// Mutator of unit_complex is protected to ensure class invariant. /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options>& unit_complex_nonconst() { return unit_complex_; } Map<Matrix<Scalar, 2, 1>, Options> unit_complex_; }; /// Specialization of Eigen::Map for ``SO2 const``; derived from SO2Base. /// /// Allows us to wrap SO2 objects around POD array (e.g. external c style /// complex number / tuple). template <class Scalar_, int Options> class Map<Sophus::SO2<Scalar_> const, Options> : public Sophus::SO2Base<Map<Sophus::SO2<Scalar_> const, Options>> { public: using Base = Sophus::SO2Base<Map<Sophus::SO2<Scalar_> const, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : unit_complex_(coeffs) {} /// Accessor of unit complex number. /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar> const, Options> const& unit_complex() const { return unit_complex_; } protected: /// Mutator of unit_complex is protected to ensure class invariant. /// Map<Matrix<Scalar, 2, 1> const, Options> const unit_complex_; }; } // namespace Eigen #endif // SOPHUS_SO2_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/rxso2.hpp
.hpp
22,182
661
/// @file /// Direct product R X SO(2) - rotation and scaling in 2d. #ifndef SOPHUS_RXSO2_HPP #define SOPHUS_RXSO2_HPP #include "so2.hpp" namespace Sophus { template <class Scalar_, int Options = 0> class RxSO2; using RxSO2d = RxSO2<double>; using RxSO2f = RxSO2<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options_> struct traits<Sophus::RxSO2<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using ComplexType = Sophus::Vector2<Scalar, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::RxSO2<Scalar_>, Options_>> : traits<Sophus::RxSO2<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using ComplexType = Map<Sophus::Vector2<Scalar>, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::RxSO2<Scalar_> const, Options_>> : traits<Sophus::RxSO2<Scalar_, Options_> const> { static constexpr int Options = Options_; using Scalar = Scalar_; using ComplexType = Map<Sophus::Vector2<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// RxSO2 base type - implements RxSO2 class but is storage agnostic /// /// This class implements the group ``R+ x SO(2)``, the direct product of the /// group of positive scalar 2x2 matrices (= isomorph to the positive /// real numbers) and the two-dimensional special orthogonal group SO(2). /// Geometrically, it is the group of rotation and scaling in two dimensions. /// As a matrix groups, R+ x SO(2) consists of matrices of the form ``s * R`` /// where ``R`` is an orthogonal matrix with ``det(R) = 1`` and ``s > 0`` /// being a positive real number. In particular, it has the following form: /// /// | s * cos(theta) s * -sin(theta) | /// | s * sin(theta) s * cos(theta) | /// /// where ``theta`` being the rotation angle. Internally, it is represented by /// the first column of the rotation matrix, or in other words by a non-zero /// complex number. /// /// R+ x SO(2) is not compact, but a commutative group. First it is not compact /// since the scale factor is not bound. Second it is commutative since /// ``sR(alpha, s1) * sR(beta, s2) = sR(beta, s2) * sR(alpha, s1)``, simply /// because ``alpha + beta = beta + alpha`` and ``s1 * s2 = s2 * s1`` with /// ``alpha`` and ``beta`` being rotation angles and ``s1``, ``s2`` being scale /// factors. /// /// This class has the explicit class invariant that the scale ``s`` is not /// too close to zero. Strictly speaking, it must hold that: /// /// ``complex().norm() >= Constants::epsilon()``. /// /// In order to obey this condition, group multiplication is implemented with /// saturation such that a product always has a scale which is equal or greater /// this threshold. template <class Derived> class RxSO2Base { public: static constexpr int Options = Eigen::internal::traits<Derived>::Options; using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using ComplexType = typename Eigen::internal::traits<Derived>::ComplexType; using ComplexTemporaryType = Sophus::Vector2<Scalar, Options>; /// Degrees of freedom of manifold, number of dimensions in tangent space /// (one for rotation and one for scaling). static int constexpr DoF = 2; /// Number of internal parameters used (complex number is a tuple). static int constexpr num_parameters = 2; /// Group transformations are 2x2 matrices. static int constexpr N = 2; using Transformation = Matrix<Scalar, N, N>; using Point = Vector2<Scalar>; using HomogeneousPoint = Vector3<Scalar>; using Line = ParametrizedLine2<Scalar>; using Tangent = Vector<Scalar, DoF>; using Adjoint = Matrix<Scalar, DoF, DoF>; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with RxSO2 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using RxSO2Product = RxSO2<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector2<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector3<ReturnScalar<HPointDerived>>; /// Adjoint transformation /// /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. /// /// For RxSO(2), it simply returns the identity matrix. /// SOPHUS_FUNC Adjoint Adj() const { return Adjoint::Identity(); } /// Returns rotation angle. /// SOPHUS_FUNC Scalar angle() const { return SO2<Scalar>(complex()).log(); } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC RxSO2<NewScalarType> cast() const { return RxSO2<NewScalarType>(complex().template cast<NewScalarType>()); } /// This provides unsafe read/write access to internal data. RxSO(2) is /// represented by a complex number (two parameters). When using direct /// write access, the user needs to take care of that the complex number is /// not set close to zero. /// /// Note: The first parameter represents the real part, while the /// second parameter represent the imaginary part. /// SOPHUS_FUNC Scalar* data() { return complex_nonconst().data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { return complex().data(); } /// Returns group inverse. /// SOPHUS_FUNC RxSO2<Scalar> inverse() const { Scalar squared_scale = complex().squaredNorm(); return RxSO2<Scalar>(complex().x() / squared_scale, -complex().y() / squared_scale); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (scaled rotation matrices) to elements of the tangent /// space (rotation-vector plus logarithm of scale factor). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of RxSO2. /// SOPHUS_FUNC Tangent log() const { using std::log; Tangent theta_sigma; theta_sigma[1] = log(scale()); theta_sigma[0] = SO2<Scalar>(complex()).log(); return theta_sigma; } /// Returns 2x2 matrix representation of the instance. /// /// For RxSO2, the matrix representation is an scaled orthogonal matrix ``sR`` /// with ``det(R)=s^2``, thus a scaled rotation matrix ``R`` with scale /// ``s``. /// SOPHUS_FUNC Transformation matrix() const { Transformation sR; // clang-format off sR << complex()[0], -complex()[1], complex()[1], complex()[0]; // clang-format on return sR; } /// Assignment operator. /// SOPHUS_FUNC RxSO2Base& operator=(RxSO2Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC RxSO2Base<Derived>& operator=( RxSO2Base<OtherDerived> const& other) { complex_nonconst() = other.complex(); return *this; } /// Group multiplication, which is rotation concatenation and scale /// multiplication. /// /// Note: This function performs saturation for products close to zero in /// order to ensure the class invariant. /// template <typename OtherDerived> SOPHUS_FUNC RxSO2Product<OtherDerived> operator*( RxSO2Base<OtherDerived> const& other) const { using ResultT = ReturnScalar<OtherDerived>; Scalar lhs_real = complex().x(); Scalar lhs_imag = complex().y(); typename OtherDerived::Scalar const& rhs_real = other.complex().x(); typename OtherDerived::Scalar const& rhs_imag = other.complex().y(); /// complex multiplication typename RxSO2Product<OtherDerived>::ComplexType result_complex( lhs_real * rhs_real - lhs_imag * rhs_imag, lhs_real * rhs_imag + lhs_imag * rhs_real); const ResultT squared_scale = result_complex.squaredNorm(); if (squared_scale < Constants<ResultT>::epsilon() * Constants<ResultT>::epsilon()) { /// Saturation to ensure class invariant. result_complex.normalize(); result_complex *= Constants<ResultT>::epsilon(); } return RxSO2Product<OtherDerived>(result_complex); } /// Group action on 2-points. /// /// This function rotates a 2 dimensional point ``p`` by the SO2 element /// ``bar_R_foo`` (= rotation matrix) and scales it by the scale factor ``s``: /// /// ``p_bar = s * (bar_R_foo * p_foo)``. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 2>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { return matrix() * p; } /// Group action on homogeneous 2-points. See above for more details. /// template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 3>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { const auto rsp = *this * p.template head<2>(); return HomogeneousPointProduct<HPointDerived>(rsp(0), rsp(1), p(2)); } /// Group action on lines. /// /// This function rotates a parameterized line ``l(t) = o + t * d`` by the SO2 /// element and scales it by the scale factor /// /// Origin ``o`` is rotated and scaled /// Direction ``d`` is rotated (preserving it's norm) /// SOPHUS_FUNC Line operator*(Line const& l) const { return Line((*this) * l.origin(), (*this) * l.direction() / scale()); } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SO2's Scalar type. /// /// Note: This function performs saturation for products close to zero in /// order to ensure the class invariant. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC RxSO2Base<Derived>& operator*=( RxSO2Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Returns internal parameters of RxSO(2). /// /// It returns (c[0], c[1]), with c being the complex number. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { return complex(); } /// Sets non-zero complex /// /// Precondition: ``z`` must not be close to zero. SOPHUS_FUNC void setComplex(Vector2<Scalar> const& z) { SOPHUS_ENSURE(z.squaredNorm() > Constants<Scalar>::epsilon() * Constants<Scalar>::epsilon(), "Scale factor must be greater-equal epsilon."); static_cast<Derived*>(this)->complex_nonconst() = z; } /// Accessor of complex. /// SOPHUS_FUNC ComplexType const& complex() const { return static_cast<Derived const*>(this)->complex(); } /// Returns rotation matrix. /// SOPHUS_FUNC Transformation rotationMatrix() const { ComplexTemporaryType norm_quad = complex(); norm_quad.normalize(); return SO2<Scalar>(norm_quad).matrix(); } /// Returns scale. /// SOPHUS_FUNC Scalar scale() const { return complex().norm(); } /// Setter of rotation angle, leaves scale as is. /// SOPHUS_FUNC void setAngle(Scalar const& theta) { setSO2(SO2<Scalar>(theta)); } /// Setter of complex using rotation matrix ``R``, leaves scale as is. /// /// Precondition: ``R`` must be orthogonal with determinant of one. /// SOPHUS_FUNC void setRotationMatrix(Transformation const& R) { setSO2(SO2<Scalar>(R)); } /// Sets scale and leaves rotation as is. /// SOPHUS_FUNC void setScale(Scalar const& scale) { using std::sqrt; complex_nonconst().normalize(); complex_nonconst() *= scale; } /// Setter of complex number using scaled rotation matrix ``sR``. /// /// Precondition: The 2x2 matrix must be "scaled orthogonal" /// and have a positive determinant. /// SOPHUS_FUNC void setScaledRotationMatrix(Transformation const& sR) { SOPHUS_ENSURE(isScaledOrthogonalAndPositive(sR), "sR must be scaled orthogonal:\n %", sR); complex_nonconst() = sR.col(0); } /// Setter of SO(2) rotations, leaves scale as is. /// SOPHUS_FUNC void setSO2(SO2<Scalar> const& so2) { using std::sqrt; Scalar saved_scale = scale(); complex_nonconst() = so2.unit_complex(); complex_nonconst() *= saved_scale; } SOPHUS_FUNC SO2<Scalar> so2() const { return SO2<Scalar>(complex()); } protected: /// Mutator of complex is private to ensure class invariant. /// SOPHUS_FUNC ComplexType& complex_nonconst() { return static_cast<Derived*>(this)->complex_nonconst(); } }; /// RxSO2 using storage; derived from RxSO2Base. template <class Scalar_, int Options> class RxSO2 : public RxSO2Base<RxSO2<Scalar_, Options>> { public: using Base = RxSO2Base<RxSO2<Scalar_, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using ComplexMember = Eigen::Matrix<Scalar, 2, 1, Options>; /// ``Base`` is friend so complex_nonconst can be accessed from ``Base``. friend class RxSO2Base<RxSO2<Scalar_, Options>>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes complex number to identity rotation and /// scale to 1. /// SOPHUS_FUNC RxSO2() : complex_(Scalar(1), Scalar(0)) {} /// Copy constructor /// SOPHUS_FUNC RxSO2(RxSO2 const& other) = default; /// Copy-like constructor from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC RxSO2(RxSO2Base<OtherDerived> const& other) : complex_(other.complex()) {} /// Constructor from scaled rotation matrix /// /// Precondition: rotation matrix need to be scaled orthogonal with /// determinant of ``s^2``. /// SOPHUS_FUNC explicit RxSO2(Transformation const& sR) { this->setScaledRotationMatrix(sR); } /// Constructor from scale factor and rotation matrix ``R``. /// /// Precondition: Rotation matrix ``R`` must to be orthogonal with determinant /// of 1 and ``scale`` must to be close to zero. /// SOPHUS_FUNC RxSO2(Scalar const& scale, Transformation const& R) : RxSO2((scale * SO2<Scalar>(R).unit_complex()).eval()) {} /// Constructor from scale factor and SO2 /// /// Precondition: ``scale`` must be close to zero. /// SOPHUS_FUNC RxSO2(Scalar const& scale, SO2<Scalar> const& so2) : RxSO2((scale * so2.unit_complex()).eval()) {} /// Constructor from complex number. /// /// Precondition: complex number must not be close to zero. /// SOPHUS_FUNC explicit RxSO2(Vector2<Scalar> const& z) : complex_(z) { SOPHUS_ENSURE(complex_.squaredNorm() >= Constants<Scalar>::epsilon() * Constants<Scalar>::epsilon(), "Scale factor must be greater-equal epsilon: % vs %", complex_.squaredNorm(), Constants<Scalar>::epsilon() * Constants<Scalar>::epsilon()); } /// Constructor from complex number. /// /// Precondition: complex number must not be close to zero. /// SOPHUS_FUNC explicit RxSO2(Scalar const& real, Scalar const& imag) : RxSO2(Vector2<Scalar>(real, imag)) {} /// Accessor of complex. /// SOPHUS_FUNC ComplexMember const& complex() const { return complex_; } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int i) { return generator(i); } /// Group exponential /// /// This functions takes in an element of tangent space (= rotation angle /// plus logarithm of scale) and returns the corresponding element of the /// group RxSO2. /// /// To be more specific, this function computes ``expmat(hat(theta))`` /// with ``expmat(.)`` being the matrix exponential and ``hat(.)`` being the /// hat()-operator of RSO2. /// SOPHUS_FUNC static RxSO2<Scalar> exp(Tangent const& a) { using std::exp; Scalar const theta = a[0]; Scalar const sigma = a[1]; Scalar s = exp(sigma); Vector2<Scalar> z = SO2<Scalar>::exp(theta).unit_complex(); z *= s; return RxSO2<Scalar>(z); } /// Returns the ith infinitesimal generators of ``R+ x SO(2)``. /// /// The infinitesimal generators of RxSO2 are: /// /// ``` /// | 0 -1 | /// G_0 = | 1 0 | /// /// | 1 0 | /// G_1 = | 0 1 | /// ``` /// /// Precondition: ``i`` must be 0, or 1. /// SOPHUS_FUNC static Transformation generator(int i) { SOPHUS_ENSURE(i >= 0 && i <= 1, "i should be 0 or 1."); Tangent e; e.setZero(); e[i] = Scalar(1); return hat(e); } /// hat-operator /// /// It takes in the 2-vector representation ``a`` (= rotation angle plus /// logarithm of scale) and returns the corresponding matrix representation /// of Lie algebra element. /// /// Formally, the hat()-operator of RxSO2 is defined as /// /// ``hat(.): R^2 -> R^{2x2}, hat(a) = sum_i a_i * G_i`` (for i=0,1,2) /// /// with ``G_i`` being the ith infinitesimal generator of RxSO2. /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& a) { Transformation A; // clang-format off A << a(1), -a(0), a(0), a(1); // clang-format on return A; } /// Lie bracket /// /// It computes the Lie bracket of RxSO(2). To be more specific, it computes /// /// ``[omega_1, omega_2]_rxso2 := vee([hat(omega_1), hat(omega_2)])`` /// /// with ``[A,B] := AB-BA`` being the matrix commutator, ``hat(.)`` the /// hat()-operator and ``vee(.)`` the vee()-operator of RxSO2. /// SOPHUS_FUNC static Tangent lieBracket(Tangent const&, Tangent const&) { Vector2<Scalar> res; res.setZero(); return res; } /// Draw uniform sample from RxSO(2) manifold. /// /// The scale factor is drawn uniformly in log2-space from [-1, 1], /// hence the scale is in [0.5, 2)]. /// template <class UniformRandomBitGenerator> static RxSO2 sampleUniform(UniformRandomBitGenerator& generator) { std::uniform_real_distribution<Scalar> uniform(Scalar(-1), Scalar(1)); using std::exp2; return RxSO2(exp2(uniform(generator)), SO2<Scalar>::sampleUniform(generator)); } /// vee-operator /// /// It takes the 2x2-matrix representation ``Omega`` and maps it to the /// corresponding vector representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | d -x | /// | x d | /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { using std::abs; return Tangent(Omega(1, 0), Omega(0, 0)); } protected: SOPHUS_FUNC ComplexMember& complex_nonconst() { return complex_; } ComplexMember complex_; }; } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``RxSO2``; derived from RxSO2Base. /// /// Allows us to wrap RxSO2 objects around POD array (e.g. external z style /// complex). template <class Scalar_, int Options> class Map<Sophus::RxSO2<Scalar_>, Options> : public Sophus::RxSO2Base<Map<Sophus::RxSO2<Scalar_>, Options>> { using Base = Sophus::RxSO2Base<Map<Sophus::RxSO2<Scalar_>, Options>>; public: using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; /// ``Base`` is friend so complex_nonconst can be accessed from ``Base``. friend class Sophus::RxSO2Base<Map<Sophus::RxSO2<Scalar_>, Options>>; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : complex_(coeffs) {} /// Accessor of complex. /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options> const& complex() const { return complex_; } protected: SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options>& complex_nonconst() { return complex_; } Map<Sophus::Vector2<Scalar>, Options> complex_; }; /// Specialization of Eigen::Map for ``RxSO2 const``; derived from RxSO2Base. /// /// Allows us to wrap RxSO2 objects around POD array (e.g. external z style /// complex). template <class Scalar_, int Options> class Map<Sophus::RxSO2<Scalar_> const, Options> : public Sophus::RxSO2Base<Map<Sophus::RxSO2<Scalar_> const, Options>> { public: using Base = Sophus::RxSO2Base<Map<Sophus::RxSO2<Scalar_> const, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : complex_(coeffs) {} /// Accessor of complex. /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar> const, Options> const& complex() const { return complex_; } protected: Map<Sophus::Vector2<Scalar> const, Options> const complex_; }; } // namespace Eigen #endif /// SOPHUS_RXSO2_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/interpolate.hpp
.hpp
1,282
39
/// @file /// Interpolation for Lie groups. #ifndef SOPHUS_INTERPOLATE_HPP #define SOPHUS_INTERPOLATE_HPP #include <Eigen/Eigenvalues> #include "interpolate_details.hpp" namespace Sophus { /// This function interpolates between two Lie group elements ``foo_T_bar`` /// and ``foo_T_baz`` with an interpolation factor of ``alpha`` in [0, 1]. /// /// It returns a pose ``foo_T_quiz`` with ``quiz`` being a frame between ``bar`` /// and ``baz``. If ``alpha=0`` it returns ``foo_T_bar``. If it is 1, it returns /// ``foo_T_bar``. /// /// (Since interpolation on Lie groups is inverse-invariant, we can equivalently /// think of the input arguments as being ``bar_T_foo``, ``baz_T_foo`` and the /// return value being ``quiz_T_foo``.) /// /// Precondition: ``p`` must be in [0, 1]. /// template <class G, class Scalar2 = typename G::Scalar> enable_if_t<interp_details::Traits<G>::supported, G> interpolate( G const& foo_T_bar, G const& foo_T_baz, Scalar2 p = Scalar2(0.5f)) { using Scalar = typename G::Scalar; Scalar inter_p(p); SOPHUS_ENSURE(inter_p >= Scalar(0) && inter_p <= Scalar(1), "p (%) must in [0, 1]."); return foo_T_bar * G::exp(inter_p * (foo_T_bar.inverse() * foo_T_baz).log()); } } // namespace Sophus #endif // SOPHUS_INTERPOLATE_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/se2.hpp
.hpp
26,757
841
/// @file /// Special Euclidean group SE(2) - rotation and translation in 2d. #ifndef SOPHUS_SE2_HPP #define SOPHUS_SE2_HPP #include "so2.hpp" namespace Sophus { template <class Scalar_, int Options = 0> class SE2; using SE2d = SE2<double>; using SE2f = SE2<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options> struct traits<Sophus::SE2<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Sophus::Vector2<Scalar, Options>; using SO2Type = Sophus::SO2<Scalar, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::SE2<Scalar_>, Options>> : traits<Sophus::SE2<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector2<Scalar>, Options>; using SO2Type = Map<Sophus::SO2<Scalar>, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::SE2<Scalar_> const, Options>> : traits<Sophus::SE2<Scalar_, Options> const> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector2<Scalar> const, Options>; using SO2Type = Map<Sophus::SO2<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// SE2 base type - implements SE2 class but is storage agnostic. /// /// SE(2) is the group of rotations and translation in 2d. It is the /// semi-direct product of SO(2) and the 2d Euclidean vector space. The class /// is represented using a composition of SO2Group for rotation and a 2-vector /// for translation. /// /// SE(2) is neither compact, nor a commutative group. /// /// See SO2Group for more details of the rotation representation in 2d. /// template <class Derived> class SE2Base { public: using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using TranslationType = typename Eigen::internal::traits<Derived>::TranslationType; using SO2Type = typename Eigen::internal::traits<Derived>::SO2Type; /// Degrees of freedom of manifold, number of dimensions in tangent space /// (two for translation, three for rotation). static int constexpr DoF = 3; /// Number of internal parameters used (tuple for complex, two for /// translation). static int constexpr num_parameters = 4; /// Group transformations are 3x3 matrices. static int constexpr N = 3; using Transformation = Matrix<Scalar, N, N>; using Point = Vector2<Scalar>; using HomogeneousPoint = Vector3<Scalar>; using Line = ParametrizedLine2<Scalar>; using Tangent = Vector<Scalar, DoF>; using Adjoint = Matrix<Scalar, DoF, DoF>; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with SE2 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using SE2Product = SE2<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector2<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector3<ReturnScalar<HPointDerived>>; /// Adjoint transformation /// /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. /// SOPHUS_FUNC Adjoint Adj() const { Matrix<Scalar, 2, 2> const& R = so2().matrix(); Transformation res; res.setIdentity(); res.template topLeftCorner<2, 2>() = R; res(0, 2) = translation()[1]; res(1, 2) = -translation()[0]; return res; } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC SE2<NewScalarType> cast() const { return SE2<NewScalarType>(so2().template cast<NewScalarType>(), translation().template cast<NewScalarType>()); } /// Returns derivative of this * exp(x) wrt x at x=0. /// SOPHUS_FUNC Matrix<Scalar, num_parameters, DoF> Dx_this_mul_exp_x_at_0() const { Matrix<Scalar, num_parameters, DoF> J; Sophus::Vector2<Scalar> const c = unit_complex(); Scalar o(0); J(0, 0) = o; J(0, 1) = o; J(0, 2) = -c[1]; J(1, 0) = o; J(1, 1) = o; J(1, 2) = c[0]; J(2, 0) = c[0]; J(2, 1) = -c[1]; J(2, 2) = o; J(3, 0) = c[1]; J(3, 1) = c[0]; J(3, 2) = o; return J; } /// Returns group inverse. /// SOPHUS_FUNC SE2<Scalar> inverse() const { SO2<Scalar> const invR = so2().inverse(); return SE2<Scalar>(invR, invR * (translation() * Scalar(-1))); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (rigid body transformations) to elements of the /// tangent space (twist). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of SE(2). /// SOPHUS_FUNC Tangent log() const { using std::abs; Tangent upsilon_theta; Scalar theta = so2().log(); upsilon_theta[2] = theta; Scalar halftheta = Scalar(0.5) * theta; Scalar halftheta_by_tan_of_halftheta; Vector2<Scalar> z = so2().unit_complex(); Scalar real_minus_one = z.x() - Scalar(1.); if (abs(real_minus_one) < Constants<Scalar>::epsilon()) { halftheta_by_tan_of_halftheta = Scalar(1.) - Scalar(1. / 12) * theta * theta; } else { halftheta_by_tan_of_halftheta = -(halftheta * z.y()) / (real_minus_one); } Matrix<Scalar, 2, 2> V_inv; V_inv << halftheta_by_tan_of_halftheta, halftheta, -halftheta, halftheta_by_tan_of_halftheta; upsilon_theta.template head<2>() = V_inv * translation(); return upsilon_theta; } /// Normalize SO2 element /// /// It re-normalizes the SO2 element. /// SOPHUS_FUNC void normalize() { so2().normalize(); } /// Returns 3x3 matrix representation of the instance. /// /// It has the following form: /// /// | R t | /// | o 1 | /// /// where ``R`` is a 2x2 rotation matrix, ``t`` a translation 2-vector and /// ``o`` a 2-column vector of zeros. /// SOPHUS_FUNC Transformation matrix() const { Transformation homogenious_matrix; homogenious_matrix.template topLeftCorner<2, 3>() = matrix2x3(); homogenious_matrix.row(2) = Matrix<Scalar, 1, 3>(Scalar(0), Scalar(0), Scalar(1)); return homogenious_matrix; } /// Returns the significant first two rows of the matrix above. /// SOPHUS_FUNC Matrix<Scalar, 2, 3> matrix2x3() const { Matrix<Scalar, 2, 3> matrix; matrix.template topLeftCorner<2, 2>() = rotationMatrix(); matrix.col(2) = translation(); return matrix; } /// Assignment operator. /// SOPHUS_FUNC SE2Base& operator=(SE2Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC SE2Base<Derived>& operator=(SE2Base<OtherDerived> const& other) { so2() = other.so2(); translation() = other.translation(); return *this; } /// Group multiplication, which is rotation concatenation. /// template <typename OtherDerived> SOPHUS_FUNC SE2Product<OtherDerived> operator*( SE2Base<OtherDerived> const& other) const { return SE2Product<OtherDerived>( so2() * other.so2(), translation() + so2() * other.translation()); } /// Group action on 2-points. /// /// This function rotates and translates a two dimensional point ``p`` by the /// SE(2) element ``bar_T_foo = (bar_R_foo, t_bar)`` (= rigid body /// transformation): /// /// ``p_bar = bar_R_foo * p_foo + t_bar``. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 2>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { return so2() * p + translation(); } /// Group action on homogeneous 2-points. See above for more details. /// template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 3>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { const PointProduct<HPointDerived> tp = so2() * p.template head<2>() + p(2) * translation(); return HomogeneousPointProduct<HPointDerived>(tp(0), tp(1), p(2)); } /// Group action on lines. /// /// This function rotates and translates a parametrized line /// ``l(t) = o + t * d`` by the SE(2) element: /// /// Origin ``o`` is rotated and translated using SE(2) action /// Direction ``d`` is rotated using SO(2) action /// SOPHUS_FUNC Line operator*(Line const& l) const { return Line((*this) * l.origin(), so2() * l.direction()); } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SO2's Scalar type. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC SE2Base<Derived>& operator*=(SE2Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Returns internal parameters of SE(2). /// /// It returns (c[0], c[1], t[0], t[1]), /// with c being the unit complex number, t the translation 3-vector. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { Sophus::Vector<Scalar, num_parameters> p; p << so2().params(), translation(); return p; } /// Returns rotation matrix. /// SOPHUS_FUNC Matrix<Scalar, 2, 2> rotationMatrix() const { return so2().matrix(); } /// Takes in complex number, and normalizes it. /// /// Precondition: The complex number must not be close to zero. /// SOPHUS_FUNC void setComplex(Sophus::Vector2<Scalar> const& complex) { return so2().setComplex(complex); } /// Sets ``so3`` using ``rotation_matrix``. /// /// Precondition: ``R`` must be orthogonal and ``det(R)=1``. /// SOPHUS_FUNC void setRotationMatrix(Matrix<Scalar, 2, 2> const& R) { SOPHUS_ENSURE(isOrthogonal(R), "R is not orthogonal:\n %", R); SOPHUS_ENSURE(R.determinant() > Scalar(0), "det(R) is not positive: %", R.determinant()); typename SO2Type::ComplexTemporaryType const complex( Scalar(0.5) * (R(0, 0) + R(1, 1)), Scalar(0.5) * (R(1, 0) - R(0, 1))); so2().setComplex(complex); } /// Mutator of SO3 group. /// SOPHUS_FUNC SO2Type& so2() { return static_cast<Derived*>(this)->so2(); } /// Accessor of SO3 group. /// SOPHUS_FUNC SO2Type const& so2() const { return static_cast<Derived const*>(this)->so2(); } /// Mutator of translation vector. /// SOPHUS_FUNC TranslationType& translation() { return static_cast<Derived*>(this)->translation(); } /// Accessor of translation vector /// SOPHUS_FUNC TranslationType const& translation() const { return static_cast<Derived const*>(this)->translation(); } /// Accessor of unit complex number. /// SOPHUS_FUNC typename Eigen::internal::traits<Derived>::SO2Type::ComplexT const& unit_complex() const { return so2().unit_complex(); } }; /// SE2 using default storage; derived from SE2Base. template <class Scalar_, int Options> class SE2 : public SE2Base<SE2<Scalar_, Options>> { public: using Base = SE2Base<SE2<Scalar_, Options>>; static int constexpr DoF = Base::DoF; static int constexpr num_parameters = Base::num_parameters; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using SO2Member = SO2<Scalar, Options>; using TranslationMember = Vector2<Scalar, Options>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes rigid body motion to the identity. /// SOPHUS_FUNC SE2(); /// Copy constructor /// SOPHUS_FUNC SE2(SE2 const& other) = default; /// Copy-like constructor from OtherDerived /// template <class OtherDerived> SOPHUS_FUNC SE2(SE2Base<OtherDerived> const& other) : so2_(other.so2()), translation_(other.translation()) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from SO3 and translation vector /// template <class OtherDerived, class D> SOPHUS_FUNC SE2(SO2Base<OtherDerived> const& so2, Eigen::MatrixBase<D> const& translation) : so2_(so2), translation_(translation) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); static_assert(std::is_same<typename D::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from rotation matrix and translation vector /// /// Precondition: Rotation matrix needs to be orthogonal with determinant /// of 1. /// SOPHUS_FUNC SE2(typename SO2<Scalar>::Transformation const& rotation_matrix, Point const& translation) : so2_(rotation_matrix), translation_(translation) {} /// Constructor from rotation angle and translation vector. /// SOPHUS_FUNC SE2(Scalar const& theta, Point const& translation) : so2_(theta), translation_(translation) {} /// Constructor from complex number and translation vector /// /// Precondition: ``complex`` must not be close to zero. SOPHUS_FUNC SE2(Vector2<Scalar> const& complex, Point const& translation) : so2_(complex), translation_(translation) {} /// Constructor from 3x3 matrix /// /// Precondition: Rotation matrix needs to be orthogonal with determinant /// of 1. The last row must be ``(0, 0, 1)``. /// SOPHUS_FUNC explicit SE2(Transformation const& T) : so2_(T.template topLeftCorner<2, 2>().eval()), translation_(T.template block<2, 1>(0, 2)) {} /// This provides unsafe read/write access to internal data. SO(2) is /// represented by a complex number (two parameters). When using direct write /// access, the user needs to take care of that the complex number stays /// normalized. /// SOPHUS_FUNC Scalar* data() { // so2_ and translation_ are layed out sequentially with no padding return so2_.data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { /// so2_ and translation_ are layed out sequentially with no padding return so2_.data(); } /// Accessor of SO3 /// SOPHUS_FUNC SO2Member& so2() { return so2_; } /// Mutator of SO3 /// SOPHUS_FUNC SO2Member const& so2() const { return so2_; } /// Mutator of translation vector /// SOPHUS_FUNC TranslationMember& translation() { return translation_; } /// Accessor of translation vector /// SOPHUS_FUNC TranslationMember const& translation() const { return translation_; } /// Returns derivative of exp(x) wrt. x. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x( Tangent const& upsilon_theta) { using std::abs; using std::cos; using std::pow; using std::sin; Sophus::Matrix<Scalar, num_parameters, DoF> J; Sophus::Vector<Scalar, 2> upsilon = upsilon_theta.template head<2>(); Scalar theta = upsilon_theta[2]; if (abs(theta) < Constants<Scalar>::epsilon()) { Scalar const o(0); Scalar const i(1); // clang-format off J << o, o, o, o, o, i, i, o, -Scalar(0.5) * upsilon[1], o, i, Scalar(0.5) * upsilon[0]; // clang-format on return J; } Scalar const c0 = sin(theta); Scalar const c1 = cos(theta); Scalar const c2 = 1.0 / theta; Scalar const c3 = c0 * c2; Scalar const c4 = -c1 + Scalar(1); Scalar const c5 = c2 * c4; Scalar const c6 = c1 * c2; Scalar const c7 = pow(theta, -2); Scalar const c8 = c0 * c7; Scalar const c9 = c4 * c7; Scalar const o = Scalar(0); J(0, 0) = o; J(0, 1) = o; J(0, 2) = -c0; J(1, 0) = o; J(1, 1) = o; J(1, 2) = c1; J(2, 0) = c3; J(2, 1) = -c5; J(2, 2) = -c3 * upsilon[1] + c6 * upsilon[0] - c8 * upsilon[0] + c9 * upsilon[1]; J(3, 0) = c5; J(3, 1) = c3; J(3, 2) = c3 * upsilon[0] + c6 * upsilon[1] - c8 * upsilon[1] - c9 * upsilon[0]; return J; } /// Returns derivative of exp(x) wrt. x_i at x=0. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x_at_0() { Sophus::Matrix<Scalar, num_parameters, DoF> J; Scalar const o(0); Scalar const i(1); // clang-format off J << o, o, o, o, o, i, i, o, o, o, i, o; // clang-format on return J; } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int i) { return generator(i); } /// Group exponential /// /// This functions takes in an element of tangent space (= twist ``a``) and /// returns the corresponding element of the group SE(2). /// /// The first two components of ``a`` represent the translational part /// ``upsilon`` in the tangent space of SE(2), while the last three components /// of ``a`` represents the rotation vector ``omega``. /// To be more specific, this function computes ``expmat(hat(a))`` with /// ``expmat(.)`` being the matrix exponential and ``hat(.)`` the hat-operator /// of SE(2), see below. /// SOPHUS_FUNC static SE2<Scalar> exp(Tangent const& a) { Scalar theta = a[2]; SO2<Scalar> so2 = SO2<Scalar>::exp(theta); Scalar sin_theta_by_theta; Scalar one_minus_cos_theta_by_theta; using std::abs; if (abs(theta) < Constants<Scalar>::epsilon()) { Scalar theta_sq = theta * theta; sin_theta_by_theta = Scalar(1.) - Scalar(1. / 6.) * theta_sq; one_minus_cos_theta_by_theta = Scalar(0.5) * theta - Scalar(1. / 24.) * theta * theta_sq; } else { sin_theta_by_theta = so2.unit_complex().y() / theta; one_minus_cos_theta_by_theta = (Scalar(1.) - so2.unit_complex().x()) / theta; } Vector2<Scalar> trans( sin_theta_by_theta * a[0] - one_minus_cos_theta_by_theta * a[1], one_minus_cos_theta_by_theta * a[0] + sin_theta_by_theta * a[1]); return SE2<Scalar>(so2, trans); } /// Returns closest SE3 given arbitrary 4x4 matrix. /// template <class S = Scalar> static SOPHUS_FUNC enable_if_t<std::is_floating_point<S>::value, SE2> fitToSE2(Matrix3<Scalar> const& T) { return SE2(SO2<Scalar>::fitToSO2(T.template block<2, 2>(0, 0)), T.template block<2, 1>(0, 2)); } /// Returns the ith infinitesimal generators of SE(2). /// /// The infinitesimal generators of SE(2) are: /// /// ``` /// | 0 0 1 | /// G_0 = | 0 0 0 | /// | 0 0 0 | /// /// | 0 0 0 | /// G_1 = | 0 0 1 | /// | 0 0 0 | /// /// | 0 -1 0 | /// G_2 = | 1 0 0 | /// | 0 0 0 | /// ``` /// /// Precondition: ``i`` must be in 0, 1 or 2. /// SOPHUS_FUNC static Transformation generator(int i) { SOPHUS_ENSURE(i >= 0 || i <= 2, "i should be in range [0,2]."); Tangent e; e.setZero(); e[i] = Scalar(1); return hat(e); } /// hat-operator /// /// It takes in the 3-vector representation (= twist) and returns the /// corresponding matrix representation of Lie algebra element. /// /// Formally, the hat()-operator of SE(3) is defined as /// /// ``hat(.): R^3 -> R^{3x33}, hat(a) = sum_i a_i * G_i`` (for i=0,1,2) /// /// with ``G_i`` being the ith infinitesimal generator of SE(2). /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& a) { Transformation Omega; Omega.setZero(); Omega.template topLeftCorner<2, 2>() = SO2<Scalar>::hat(a[2]); Omega.col(2).template head<2>() = a.template head<2>(); return Omega; } /// Lie bracket /// /// It computes the Lie bracket of SE(2). To be more specific, it computes /// /// ``[omega_1, omega_2]_se2 := vee([hat(omega_1), hat(omega_2)])`` /// /// with ``[A,B] := AB-BA`` being the matrix commutator, ``hat(.)`` the /// hat()-operator and ``vee(.)`` the vee()-operator of SE(2). /// SOPHUS_FUNC static Tangent lieBracket(Tangent const& a, Tangent const& b) { Vector2<Scalar> upsilon1 = a.template head<2>(); Vector2<Scalar> upsilon2 = b.template head<2>(); Scalar theta1 = a[2]; Scalar theta2 = b[2]; return Tangent(-theta1 * upsilon2[1] + theta2 * upsilon1[1], theta1 * upsilon2[0] - theta2 * upsilon1[0], Scalar(0)); } /// Construct pure rotation. /// static SOPHUS_FUNC SE2 rot(Scalar const& x) { return SE2(SO2<Scalar>(x), Sophus::Vector2<Scalar>::Zero()); } /// Draw uniform sample from SE(2) manifold. /// /// Translations are drawn component-wise from the range [-1, 1]. /// template <class UniformRandomBitGenerator> static SE2 sampleUniform(UniformRandomBitGenerator& generator) { std::uniform_real_distribution<Scalar> uniform(Scalar(-1), Scalar(1)); return SE2(SO2<Scalar>::sampleUniform(generator), Vector2<Scalar>(uniform(generator), uniform(generator))); } /// Construct a translation only SE(2) instance. /// template <class T0, class T1> static SOPHUS_FUNC SE2 trans(T0 const& x, T1 const& y) { return SE2(SO2<Scalar>(), Vector2<Scalar>(x, y)); } static SOPHUS_FUNC SE2 trans(Vector2<Scalar> const& xy) { return SE2(SO2<Scalar>(), xy); } /// Construct x-axis translation. /// static SOPHUS_FUNC SE2 transX(Scalar const& x) { return SE2::trans(x, Scalar(0)); } /// Construct y-axis translation. /// static SOPHUS_FUNC SE2 transY(Scalar const& y) { return SE2::trans(Scalar(0), y); } /// vee-operator /// /// It takes the 3x3-matrix representation ``Omega`` and maps it to the /// corresponding 3-vector representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | 0 -d a | /// | d 0 b | /// | 0 0 0 | /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { SOPHUS_ENSURE( Omega.row(2).template lpNorm<1>() < Constants<Scalar>::epsilon(), "Omega: \n%", Omega); Tangent upsilon_omega; upsilon_omega.template head<2>() = Omega.col(2).template head<2>(); upsilon_omega[2] = SO2<Scalar>::vee(Omega.template topLeftCorner<2, 2>()); return upsilon_omega; } protected: SO2Member so2_; TranslationMember translation_; }; template <class Scalar, int Options> SE2<Scalar, Options>::SE2() : translation_(TranslationMember::Zero()) { static_assert(std::is_standard_layout<SE2>::value, "Assume standard layout for the use of offsetof check below."); static_assert( offsetof(SE2, so2_) + sizeof(Scalar) * SO2<Scalar>::num_parameters == offsetof(SE2, translation_), "This class assumes packed storage and hence will only work " "correctly depending on the compiler (options) - in " "particular when using [this->data(), this-data() + " "num_parameters] to access the raw data in a contiguous fashion."); } } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``SE2``; derived from SE2Base. /// /// Allows us to wrap SE2 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::SE2<Scalar_>, Options> : public Sophus::SE2Base<Map<Sophus::SE2<Scalar_>, Options>> { public: using Base = Sophus::SE2Base<Map<Sophus::SE2<Scalar_>, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : so2_(coeffs), translation_(coeffs + Sophus::SO2<Scalar>::num_parameters) {} /// Mutator of SO3 /// SOPHUS_FUNC Map<Sophus::SO2<Scalar>, Options>& so2() { return so2_; } /// Accessor of SO3 /// SOPHUS_FUNC Map<Sophus::SO2<Scalar>, Options> const& so2() const { return so2_; } /// Mutator of translation vector /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options>& translation() { return translation_; } /// Accessor of translation vector /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar>, Options> const& translation() const { return translation_; } protected: Map<Sophus::SO2<Scalar>, Options> so2_; Map<Sophus::Vector2<Scalar>, Options> translation_; }; /// Specialization of Eigen::Map for ``SE2 const``; derived from SE2Base. /// /// Allows us to wrap SE2 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::SE2<Scalar_> const, Options> : public Sophus::SE2Base<Map<Sophus::SE2<Scalar_> const, Options>> { public: using Base = Sophus::SE2Base<Map<Sophus::SE2<Scalar_> const, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : so2_(coeffs), translation_(coeffs + Sophus::SO2<Scalar>::num_parameters) {} /// Accessor of SO3 /// SOPHUS_FUNC Map<Sophus::SO2<Scalar> const, Options> const& so2() const { return so2_; } /// Accessor of translation vector /// SOPHUS_FUNC Map<Sophus::Vector2<Scalar> const, Options> const& translation() const { return translation_; } protected: Map<Sophus::SO2<Scalar> const, Options> const so2_; Map<Sophus::Vector2<Scalar> const, Options> const translation_; }; } // namespace Eigen #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/rxso3.hpp
.hpp
25,099
731
/// @file /// Direct product R X SO(3) - rotation and scaling in 3d. #ifndef SOPHUS_RXSO3_HPP #define SOPHUS_RXSO3_HPP #include "so3.hpp" namespace Sophus { template <class Scalar_, int Options = 0> class RxSO3; using RxSO3d = RxSO3<double>; using RxSO3f = RxSO3<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options_> struct traits<Sophus::RxSO3<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using QuaternionType = Eigen::Quaternion<Scalar, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::RxSO3<Scalar_>, Options_>> : traits<Sophus::RxSO3<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using QuaternionType = Map<Eigen::Quaternion<Scalar>, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::RxSO3<Scalar_> const, Options_>> : traits<Sophus::RxSO3<Scalar_, Options_> const> { static constexpr int Options = Options_; using Scalar = Scalar_; using QuaternionType = Map<Eigen::Quaternion<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// RxSO3 base type - implements RxSO3 class but is storage agnostic /// /// This class implements the group ``R+ x SO(3)``, the direct product of the /// group of positive scalar 3x3 matrices (= isomorph to the positive /// real numbers) and the three-dimensional special orthogonal group SO(3). /// Geometrically, it is the group of rotation and scaling in three dimensions. /// As a matrix groups, RxSO3 consists of matrices of the form ``s * R`` /// where ``R`` is an orthogonal matrix with ``det(R)=1`` and ``s > 0`` /// being a positive real number. /// /// Internally, RxSO3 is represented by the group of non-zero quaternions. /// In particular, the scale equals the squared(!) norm of the quaternion ``q``, /// ``s = |q|^2``. This is a most compact representation since the degrees of /// freedom (DoF) of RxSO3 (=4) equals the number of internal parameters (=4). /// /// This class has the explicit class invariant that the scale ``s`` is not /// too close to zero. Strictly speaking, it must hold that: /// /// ``quaternion().squaredNorm() >= Constants::epsilon()``. /// /// In order to obey this condition, group multiplication is implemented with /// saturation such that a product always has a scale which is equal or greater /// this threshold. template <class Derived> class RxSO3Base { public: static constexpr int Options = Eigen::internal::traits<Derived>::Options; using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using QuaternionType = typename Eigen::internal::traits<Derived>::QuaternionType; using QuaternionTemporaryType = Eigen::Quaternion<Scalar, Options>; /// Degrees of freedom of manifold, number of dimensions in tangent space /// (three for rotation and one for scaling). static int constexpr DoF = 4; /// Number of internal parameters used (quaternion is a 4-tuple). static int constexpr num_parameters = 4; /// Group transformations are 3x3 matrices. static int constexpr N = 3; using Transformation = Matrix<Scalar, N, N>; using Point = Vector3<Scalar>; using HomogeneousPoint = Vector4<Scalar>; using Line = ParametrizedLine3<Scalar>; using Tangent = Vector<Scalar, DoF>; using Adjoint = Matrix<Scalar, DoF, DoF>; struct TangentAndTheta { EIGEN_MAKE_ALIGNED_OPERATOR_NEW Tangent tangent; Scalar theta; }; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with RxSO3 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using RxSO3Product = RxSO3<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector3<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector4<ReturnScalar<HPointDerived>>; /// Adjoint transformation /// /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. /// /// For RxSO(3), it simply returns the rotation matrix corresponding to ``A``. /// SOPHUS_FUNC Adjoint Adj() const { Adjoint res; res.setIdentity(); res.template topLeftCorner<3, 3>() = rotationMatrix(); return res; } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC RxSO3<NewScalarType> cast() const { return RxSO3<NewScalarType>(quaternion().template cast<NewScalarType>()); } /// This provides unsafe read/write access to internal data. RxSO(3) is /// represented by an Eigen::Quaternion (four parameters). When using direct /// write access, the user needs to take care of that the quaternion is not /// set close to zero. /// /// Note: The first three Scalars represent the imaginary parts, while the /// forth Scalar represent the real part. /// SOPHUS_FUNC Scalar* data() { return quaternion_nonconst().coeffs().data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { return quaternion().coeffs().data(); } /// Returns group inverse. /// SOPHUS_FUNC RxSO3<Scalar> inverse() const { return RxSO3<Scalar>(quaternion().inverse()); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (scaled rotation matrices) to elements of the tangent /// space (rotation-vector plus logarithm of scale factor). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of RxSO3. /// SOPHUS_FUNC Tangent log() const { return logAndTheta().tangent; } /// As above, but also returns ``theta = |omega|``. /// SOPHUS_FUNC TangentAndTheta logAndTheta() const { using std::log; Scalar scale = quaternion().squaredNorm(); TangentAndTheta result; result.tangent[3] = log(scale); auto omega_and_theta = SO3<Scalar>(quaternion()).logAndTheta(); result.tangent.template head<3>() = omega_and_theta.tangent; result.theta = omega_and_theta.theta; return result; } /// Returns 3x3 matrix representation of the instance. /// /// For RxSO3, the matrix representation is an scaled orthogonal matrix ``sR`` /// with ``det(R)=s^3``, thus a scaled rotation matrix ``R`` with scale /// ``s``. /// SOPHUS_FUNC Transformation matrix() const { Transformation sR; Scalar const vx_sq = quaternion().vec().x() * quaternion().vec().x(); Scalar const vy_sq = quaternion().vec().y() * quaternion().vec().y(); Scalar const vz_sq = quaternion().vec().z() * quaternion().vec().z(); Scalar const w_sq = quaternion().w() * quaternion().w(); Scalar const two_vx = Scalar(2) * quaternion().vec().x(); Scalar const two_vy = Scalar(2) * quaternion().vec().y(); Scalar const two_vz = Scalar(2) * quaternion().vec().z(); Scalar const two_vx_vy = two_vx * quaternion().vec().y(); Scalar const two_vx_vz = two_vx * quaternion().vec().z(); Scalar const two_vx_w = two_vx * quaternion().w(); Scalar const two_vy_vz = two_vy * quaternion().vec().z(); Scalar const two_vy_w = two_vy * quaternion().w(); Scalar const two_vz_w = two_vz * quaternion().w(); sR(0, 0) = vx_sq - vy_sq - vz_sq + w_sq; sR(1, 0) = two_vx_vy + two_vz_w; sR(2, 0) = two_vx_vz - two_vy_w; sR(0, 1) = two_vx_vy - two_vz_w; sR(1, 1) = -vx_sq + vy_sq - vz_sq + w_sq; sR(2, 1) = two_vx_w + two_vy_vz; sR(0, 2) = two_vx_vz + two_vy_w; sR(1, 2) = -two_vx_w + two_vy_vz; sR(2, 2) = -vx_sq - vy_sq + vz_sq + w_sq; return sR; } /// Assignment operator. /// SOPHUS_FUNC RxSO3Base& operator=(RxSO3Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC RxSO3Base<Derived>& operator=( RxSO3Base<OtherDerived> const& other) { quaternion_nonconst() = other.quaternion(); return *this; } /// Group multiplication, which is rotation concatenation and scale /// multiplication. /// /// Note: This function performs saturation for products close to zero in /// order to ensure the class invariant. /// template <typename OtherDerived> SOPHUS_FUNC RxSO3Product<OtherDerived> operator*( RxSO3Base<OtherDerived> const& other) const { using ResultT = ReturnScalar<OtherDerived>; typename RxSO3Product<OtherDerived>::QuaternionType result_quaternion( quaternion() * other.quaternion()); ResultT scale = result_quaternion.squaredNorm(); if (scale < Constants<ResultT>::epsilon()) { SOPHUS_ENSURE(scale > ResultT(0), "Scale must be greater zero."); /// Saturation to ensure class invariant. result_quaternion.normalize(); result_quaternion.coeffs() *= sqrt(Constants<Scalar>::epsilon()); } return RxSO3Product<OtherDerived>(result_quaternion); } /// Group action on 3-points. /// /// This function rotates a 3 dimensional point ``p`` by the SO3 element /// ``bar_R_foo`` (= rotation matrix) and scales it by the scale factor /// ``s``: /// /// ``p_bar = s * (bar_R_foo * p_foo)``. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 3>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { // Follows http:///eigen.tuxfamily.org/bz/show_bug.cgi?id=459 Scalar scale = quaternion().squaredNorm(); PointProduct<PointDerived> two_vec_cross_p = quaternion().vec().cross(p); two_vec_cross_p += two_vec_cross_p; return scale * p + (quaternion().w() * two_vec_cross_p + quaternion().vec().cross(two_vec_cross_p)); } /// Group action on homogeneous 3-points. See above for more details. /// template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 4>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { const auto rsp = *this * p.template head<3>(); return HomogeneousPointProduct<HPointDerived>(rsp(0), rsp(1), rsp(2), p(3)); } /// Group action on lines. /// /// This function rotates a parametrized line ``l(t) = o + t * d`` by the SO3 /// element ans scales it by the scale factor: /// /// Origin ``o`` is rotated and scaled /// Direction ``d`` is rotated (preserving it's norm) /// SOPHUS_FUNC Line operator*(Line const& l) const { return Line((*this) * l.origin(), (*this) * l.direction() / quaternion().squaredNorm()); } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SO3's Scalar type. /// /// Note: This function performs saturation for products close to zero in /// order to ensure the class invariant. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC RxSO3Base<Derived>& operator*=( RxSO3Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Returns internal parameters of RxSO(3). /// /// It returns (q.imag[0], q.imag[1], q.imag[2], q.real), with q being the /// quaternion. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { return quaternion().coeffs(); } /// Sets non-zero quaternion /// /// Precondition: ``quat`` must not be close to zero. SOPHUS_FUNC void setQuaternion(Eigen::Quaternion<Scalar> const& quat) { SOPHUS_ENSURE(quat.squaredNorm() > Constants<Scalar>::epsilon() * Constants<Scalar>::epsilon(), "Scale factor must be greater-equal epsilon."); static_cast<Derived*>(this)->quaternion_nonconst() = quat; } /// Accessor of quaternion. /// SOPHUS_FUNC QuaternionType const& quaternion() const { return static_cast<Derived const*>(this)->quaternion(); } /// Returns rotation matrix. /// SOPHUS_FUNC Transformation rotationMatrix() const { QuaternionTemporaryType norm_quad = quaternion(); norm_quad.normalize(); return norm_quad.toRotationMatrix(); } /// Returns scale. /// SOPHUS_FUNC Scalar scale() const { return quaternion().squaredNorm(); } /// Setter of quaternion using rotation matrix ``R``, leaves scale as is. /// SOPHUS_FUNC void setRotationMatrix(Transformation const& R) { using std::sqrt; Scalar saved_scale = scale(); quaternion_nonconst() = R; quaternion_nonconst().coeffs() *= sqrt(saved_scale); } /// Sets scale and leaves rotation as is. /// /// Note: This function as a significant computational cost, since it has to /// call the square root twice. /// SOPHUS_FUNC void setScale(Scalar const& scale) { using std::sqrt; quaternion_nonconst().normalize(); quaternion_nonconst().coeffs() *= sqrt(scale); } /// Setter of quaternion using scaled rotation matrix ``sR``. /// /// Precondition: The 3x3 matrix must be "scaled orthogonal" /// and have a positive determinant. /// SOPHUS_FUNC void setScaledRotationMatrix(Transformation const& sR) { Transformation squared_sR = sR * sR.transpose(); Scalar squared_scale = Scalar(1. / 3.) * (squared_sR(0, 0) + squared_sR(1, 1) + squared_sR(2, 2)); SOPHUS_ENSURE(squared_scale >= Constants<Scalar>::epsilon() * Constants<Scalar>::epsilon(), "Scale factor must be greater-equal epsilon."); Scalar scale = sqrt(squared_scale); quaternion_nonconst() = sR / scale; quaternion_nonconst().coeffs() *= sqrt(scale); } /// Setter of SO(3) rotations, leaves scale as is. /// SOPHUS_FUNC void setSO3(SO3<Scalar> const& so3) { using std::sqrt; Scalar saved_scale = scale(); quaternion_nonconst() = so3.unit_quaternion(); quaternion_nonconst().coeffs() *= sqrt(saved_scale); } SOPHUS_FUNC SO3<Scalar> so3() const { return SO3<Scalar>(quaternion()); } protected: /// Mutator of quaternion is private to ensure class invariant. /// SOPHUS_FUNC QuaternionType& quaternion_nonconst() { return static_cast<Derived*>(this)->quaternion_nonconst(); } }; /// RxSO3 using storage; derived from RxSO3Base. template <class Scalar_, int Options> class RxSO3 : public RxSO3Base<RxSO3<Scalar_, Options>> { public: using Base = RxSO3Base<RxSO3<Scalar_, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using QuaternionMember = Eigen::Quaternion<Scalar, Options>; /// ``Base`` is friend so quaternion_nonconst can be accessed from ``Base``. friend class RxSO3Base<RxSO3<Scalar_, Options>>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes quaternion to identity rotation and scale /// to 1. /// SOPHUS_FUNC RxSO3() : quaternion_(Scalar(1), Scalar(0), Scalar(0), Scalar(0)) {} /// Copy constructor /// SOPHUS_FUNC RxSO3(RxSO3 const& other) = default; /// Copy-like constructor from OtherDerived /// template <class OtherDerived> SOPHUS_FUNC RxSO3(RxSO3Base<OtherDerived> const& other) : quaternion_(other.quaternion()) {} /// Constructor from scaled rotation matrix /// /// Precondition: rotation matrix need to be scaled orthogonal with /// determinant of ``s^3``. /// SOPHUS_FUNC explicit RxSO3(Transformation const& sR) { this->setScaledRotationMatrix(sR); } /// Constructor from scale factor and rotation matrix ``R``. /// /// Precondition: Rotation matrix ``R`` must to be orthogonal with determinant /// of 1 and ``scale`` must not be close to zero. /// SOPHUS_FUNC RxSO3(Scalar const& scale, Transformation const& R) : quaternion_(R) { SOPHUS_ENSURE(scale >= Constants<Scalar>::epsilon(), "Scale factor must be greater-equal epsilon."); using std::sqrt; quaternion_.coeffs() *= sqrt(scale); } /// Constructor from scale factor and SO3 /// /// Precondition: ``scale`` must not to be close to zero. /// SOPHUS_FUNC RxSO3(Scalar const& scale, SO3<Scalar> const& so3) : quaternion_(so3.unit_quaternion()) { SOPHUS_ENSURE(scale >= Constants<Scalar>::epsilon(), "Scale factor must be greater-equal epsilon."); using std::sqrt; quaternion_.coeffs() *= sqrt(scale); } /// Constructor from quaternion /// /// Precondition: quaternion must not be close to zero. /// template <class D> SOPHUS_FUNC explicit RxSO3(Eigen::QuaternionBase<D> const& quat) : quaternion_(quat) { static_assert(std::is_same<typename D::Scalar, Scalar>::value, "must be same Scalar type."); SOPHUS_ENSURE(quaternion_.squaredNorm() >= Constants<Scalar>::epsilon(), "Scale factor must be greater-equal epsilon."); } /// Accessor of quaternion. /// SOPHUS_FUNC QuaternionMember const& quaternion() const { return quaternion_; } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int i) { return generator(i); } /// Group exponential /// /// This functions takes in an element of tangent space (= rotation 3-vector /// plus logarithm of scale) and returns the corresponding element of the /// group RxSO3. /// /// To be more specific, thixs function computes ``expmat(hat(omega))`` /// with ``expmat(.)`` being the matrix exponential and ``hat(.)`` being the /// hat()-operator of RSO3. /// SOPHUS_FUNC static RxSO3<Scalar> exp(Tangent const& a) { Scalar theta; return expAndTheta(a, &theta); } /// As above, but also returns ``theta = |omega|`` as out-parameter. /// /// Precondition: ``theta`` must not be ``nullptr``. /// SOPHUS_FUNC static RxSO3<Scalar> expAndTheta(Tangent const& a, Scalar* theta) { SOPHUS_ENSURE(theta != nullptr, "must not be nullptr."); using std::exp; using std::sqrt; Vector3<Scalar> const omega = a.template head<3>(); Scalar sigma = a[3]; Scalar sqrt_scale = sqrt(exp(sigma)); Eigen::Quaternion<Scalar> quat = SO3<Scalar>::expAndTheta(omega, theta).unit_quaternion(); quat.coeffs() *= sqrt_scale; return RxSO3<Scalar>(quat); } /// Returns the ith infinitesimal generators of ``R+ x SO(3)``. /// /// The infinitesimal generators of RxSO3 are: /// /// ``` /// | 0 0 0 | /// G_0 = | 0 0 -1 | /// | 0 1 0 | /// /// | 0 0 1 | /// G_1 = | 0 0 0 | /// | -1 0 0 | /// /// | 0 -1 0 | /// G_2 = | 1 0 0 | /// | 0 0 0 | /// /// | 1 0 0 | /// G_2 = | 0 1 0 | /// | 0 0 1 | /// ``` /// /// Precondition: ``i`` must be 0, 1, 2 or 3. /// SOPHUS_FUNC static Transformation generator(int i) { SOPHUS_ENSURE(i >= 0 && i <= 3, "i should be in range [0,3]."); Tangent e; e.setZero(); e[i] = Scalar(1); return hat(e); } /// hat-operator /// /// It takes in the 4-vector representation ``a`` (= rotation vector plus /// logarithm of scale) and returns the corresponding matrix representation /// of Lie algebra element. /// /// Formally, the hat()-operator of RxSO3 is defined as /// /// ``hat(.): R^4 -> R^{3x3}, hat(a) = sum_i a_i * G_i`` (for i=0,1,2,3) /// /// with ``G_i`` being the ith infinitesimal generator of RxSO3. /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& a) { Transformation A; // clang-format off A << a(3), -a(2), a(1), a(2), a(3), -a(0), -a(1), a(0), a(3); // clang-format on return A; } /// Lie bracket /// /// It computes the Lie bracket of RxSO(3). To be more specific, it computes /// /// ``[omega_1, omega_2]_rxso3 := vee([hat(omega_1), hat(omega_2)])`` /// /// with ``[A,B] := AB-BA`` being the matrix commutator, ``hat(.)`` the /// hat()-operator and ``vee(.)`` the vee()-operator of RxSO3. /// SOPHUS_FUNC static Tangent lieBracket(Tangent const& a, Tangent const& b) { Vector3<Scalar> const omega1 = a.template head<3>(); Vector3<Scalar> const omega2 = b.template head<3>(); Vector4<Scalar> res; res.template head<3>() = omega1.cross(omega2); res[3] = Scalar(0); return res; } /// Draw uniform sample from RxSO(3) manifold. /// /// The scale factor is drawn uniformly in log2-space from [-1, 1], /// hence the scale is in [0.5, 2]. /// template <class UniformRandomBitGenerator> static RxSO3 sampleUniform(UniformRandomBitGenerator& generator) { std::uniform_real_distribution<Scalar> uniform(Scalar(-1), Scalar(1)); using std::exp2; return RxSO3(exp2(uniform(generator)), SO3<Scalar>::sampleUniform(generator)); } /// vee-operator /// /// It takes the 3x3-matrix representation ``Omega`` and maps it to the /// corresponding vector representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | d -c b | /// | c d -a | /// | -b a d | /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { using std::abs; return Tangent(Omega(2, 1), Omega(0, 2), Omega(1, 0), Omega(0, 0)); } protected: SOPHUS_FUNC QuaternionMember& quaternion_nonconst() { return quaternion_; } QuaternionMember quaternion_; }; } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``RxSO3``; derived from RxSO3Base /// /// Allows us to wrap RxSO3 objects around POD array (e.g. external c style /// quaternion). template <class Scalar_, int Options> class Map<Sophus::RxSO3<Scalar_>, Options> : public Sophus::RxSO3Base<Map<Sophus::RxSO3<Scalar_>, Options>> { public: using Base = Sophus::RxSO3Base<Map<Sophus::RxSO3<Scalar_>, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; /// ``Base`` is friend so quaternion_nonconst can be accessed from ``Base``. friend class Sophus::RxSO3Base<Map<Sophus::RxSO3<Scalar_>, Options>>; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : quaternion_(coeffs) {} /// Accessor of quaternion. /// SOPHUS_FUNC Map<Eigen::Quaternion<Scalar>, Options> const& quaternion() const { return quaternion_; } protected: SOPHUS_FUNC Map<Eigen::Quaternion<Scalar>, Options>& quaternion_nonconst() { return quaternion_; } Map<Eigen::Quaternion<Scalar>, Options> quaternion_; }; /// Specialization of Eigen::Map for ``RxSO3 const``; derived from RxSO3Base. /// /// Allows us to wrap RxSO3 objects around POD array (e.g. external c style /// quaternion). template <class Scalar_, int Options> class Map<Sophus::RxSO3<Scalar_> const, Options> : public Sophus::RxSO3Base<Map<Sophus::RxSO3<Scalar_> const, Options>> { public: using Base = Sophus::RxSO3Base<Map<Sophus::RxSO3<Scalar_> const, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : quaternion_(coeffs) {} /// Accessor of quaternion. /// SOPHUS_FUNC Map<Eigen::Quaternion<Scalar> const, Options> const& quaternion() const { return quaternion_; } protected: Map<Eigen::Quaternion<Scalar> const, Options> const quaternion_; }; } // namespace Eigen #endif /// SOPHUS_RXSO3_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/so3.hpp
.hpp
29,110
856
/// @file /// Special orthogonal group SO(3) - rotation in 3d. #ifndef SOPHUS_SO3_HPP #define SOPHUS_SO3_HPP #include "rotation_matrix.hpp" #include "so2.hpp" #include "types.hpp" // Include only the selective set of Eigen headers that we need. // This helps when using Sophus with unusual compilers, like nvcc. #include <Eigen/src/Geometry/OrthoMethods.h> #include <Eigen/src/Geometry/Quaternion.h> #include <Eigen/src/Geometry/RotationBase.h> namespace Sophus { template <class Scalar_, int Options = 0> class SO3; using SO3d = SO3<double>; using SO3f = SO3<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options_> struct traits<Sophus::SO3<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using QuaternionType = Eigen::Quaternion<Scalar, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::SO3<Scalar_>, Options_>> : traits<Sophus::SO3<Scalar_, Options_>> { static constexpr int Options = Options_; using Scalar = Scalar_; using QuaternionType = Map<Eigen::Quaternion<Scalar>, Options>; }; template <class Scalar_, int Options_> struct traits<Map<Sophus::SO3<Scalar_> const, Options_>> : traits<Sophus::SO3<Scalar_, Options_> const> { static constexpr int Options = Options_; using Scalar = Scalar_; using QuaternionType = Map<Eigen::Quaternion<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// SO3 base type - implements SO3 class but is storage agnostic. /// /// SO(3) is the group of rotations in 3d. As a matrix group, it is the set of /// matrices which are orthogonal such that ``R * R' = I`` (with ``R'`` being /// the transpose of ``R``) and have a positive determinant. In particular, the /// determinant is 1. Internally, the group is represented as a unit quaternion. /// Unit quaternion can be seen as members of the special unitary group SU(2). /// SU(2) is a double cover of SO(3). Hence, for every rotation matrix ``R``, /// there exist two unit quaternions: ``(r, v)`` and ``(-r, -v)``, with ``r`` /// the real part and ``v`` being the imaginary 3-vector part of the quaternion. /// /// SO(3) is a compact, but non-commutative group. First it is compact since the /// set of rotation matrices is a closed and bounded set. Second it is /// non-commutative since the equation ``R_1 * R_2 = R_2 * R_1`` does not hold /// in general. For example rotating an object by some degrees about its /// ``x``-axis and then by some degrees about its y axis, does not lead to the /// same orientation when rotation first about ``y`` and then about ``x``. /// /// Class invariant: The 2-norm of ``unit_quaternion`` must be close to 1. /// Technically speaking, it must hold that: /// /// ``|unit_quaternion().squaredNorm() - 1| <= Constants::epsilon()``. template <class Derived> class SO3Base { public: static constexpr int Options = Eigen::internal::traits<Derived>::Options; using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using QuaternionType = typename Eigen::internal::traits<Derived>::QuaternionType; using QuaternionTemporaryType = Eigen::Quaternion<Scalar, Options>; /// Degrees of freedom of group, number of dimensions in tangent space. static int constexpr DoF = 3; /// Number of internal parameters used (quaternion is a 4-tuple). static int constexpr num_parameters = 4; /// Group transformations are 3x3 matrices. static int constexpr N = 3; using Transformation = Matrix<Scalar, N, N>; using Point = Vector3<Scalar>; using HomogeneousPoint = Vector4<Scalar>; using Line = ParametrizedLine3<Scalar>; using Tangent = Vector<Scalar, DoF>; using Adjoint = Matrix<Scalar, DoF, DoF>; struct TangentAndTheta { EIGEN_MAKE_ALIGNED_OPERATOR_NEW Tangent tangent; Scalar theta; }; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with SO3 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using SO3Product = SO3<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector3<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector4<ReturnScalar<HPointDerived>>; /// Adjoint transformation // /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. // /// For SO(3), it simply returns the rotation matrix corresponding to ``A``. /// SOPHUS_FUNC Adjoint Adj() const { return matrix(); } /// Extract rotation angle about canonical X-axis /// template <class S = Scalar> SOPHUS_FUNC enable_if_t<std::is_floating_point<S>::value, S> angleX() const { Sophus::Matrix3<Scalar> R = matrix(); Sophus::Matrix2<Scalar> Rx = R.template block<2, 2>(1, 1); return SO2<Scalar>(makeRotationMatrix(Rx)).log(); } /// Extract rotation angle about canonical Y-axis /// template <class S = Scalar> SOPHUS_FUNC enable_if_t<std::is_floating_point<S>::value, S> angleY() const { Sophus::Matrix3<Scalar> R = matrix(); Sophus::Matrix2<Scalar> Ry; // clang-format off Ry << R(0, 0), R(2, 0), R(0, 2), R(2, 2); // clang-format on return SO2<Scalar>(makeRotationMatrix(Ry)).log(); } /// Extract rotation angle about canonical Z-axis /// template <class S = Scalar> SOPHUS_FUNC enable_if_t<std::is_floating_point<S>::value, S> angleZ() const { Sophus::Matrix3<Scalar> R = matrix(); Sophus::Matrix2<Scalar> Rz = R.template block<2, 2>(0, 0); return SO2<Scalar>(makeRotationMatrix(Rz)).log(); } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC SO3<NewScalarType> cast() const { return SO3<NewScalarType>(unit_quaternion().template cast<NewScalarType>()); } /// This provides unsafe read/write access to internal data. SO(3) is /// represented by an Eigen::Quaternion (four parameters). When using direct /// write access, the user needs to take care of that the quaternion stays /// normalized. /// /// Note: The first three Scalars represent the imaginary parts, while the /// forth Scalar represent the real part. /// SOPHUS_FUNC Scalar* data() { return unit_quaternion_nonconst().coeffs().data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { return unit_quaternion().coeffs().data(); } /// Returns derivative of this * SO3::exp(x) wrt. x at x=0. /// SOPHUS_FUNC Matrix<Scalar, num_parameters, DoF> Dx_this_mul_exp_x_at_0() const { Matrix<Scalar, num_parameters, DoF> J; Eigen::Quaternion<Scalar> const q = unit_quaternion(); Scalar const c0 = Scalar(0.5) * q.w(); Scalar const c1 = Scalar(0.5) * q.z(); Scalar const c2 = -c1; Scalar const c3 = Scalar(0.5) * q.y(); Scalar const c4 = Scalar(0.5) * q.x(); Scalar const c5 = -c4; Scalar const c6 = -c3; J(0, 0) = c0; J(0, 1) = c2; J(0, 2) = c3; J(1, 0) = c1; J(1, 1) = c0; J(1, 2) = c5; J(2, 0) = c6; J(2, 1) = c4; J(2, 2) = c0; J(3, 0) = c5; J(3, 1) = c6; J(3, 2) = c2; return J; } /// Returns internal parameters of SO(3). /// /// It returns (q.imag[0], q.imag[1], q.imag[2], q.real), with q being the /// unit quaternion. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { return unit_quaternion().coeffs(); } /// Returns group inverse. /// SOPHUS_FUNC SO3<Scalar> inverse() const { return SO3<Scalar>(unit_quaternion().conjugate()); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (rotation matrices) to elements of the tangent space /// (rotation-vector). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of SO(3). /// SOPHUS_FUNC Tangent log() const { return logAndTheta().tangent; } /// As above, but also returns ``theta = |omega|``. /// SOPHUS_FUNC TangentAndTheta logAndTheta() const { TangentAndTheta J; using std::abs; using std::atan; using std::sqrt; Scalar squared_n = unit_quaternion().vec().squaredNorm(); Scalar w = unit_quaternion().w(); Scalar two_atan_nbyw_by_n; /// Atan-based log thanks to /// /// C. Hertzberg et al.: /// "Integrating Generic Sensor Fusion Algorithms with Sound State /// Representation through Encapsulation of Manifolds" /// Information Fusion, 2011 if (squared_n < Constants<Scalar>::epsilon() * Constants<Scalar>::epsilon()) { // If quaternion is normalized and n=0, then w should be 1; // w=0 should never happen here! SOPHUS_ENSURE(abs(w) >= Constants<Scalar>::epsilon(), "Quaternion (%) should be normalized!", unit_quaternion().coeffs().transpose()); Scalar squared_w = w * w; two_atan_nbyw_by_n = Scalar(2) / w - Scalar(2.0/3.0) * (squared_n) / (w * squared_w); J.theta = Scalar(2) * squared_n / w; } else { Scalar n = sqrt(squared_n); if (abs(w) < Constants<Scalar>::epsilon()) { if (w > Scalar(0)) { two_atan_nbyw_by_n = Constants<Scalar>::pi() / n; } else { two_atan_nbyw_by_n = -Constants<Scalar>::pi() / n; } } else { two_atan_nbyw_by_n = Scalar(2) * atan(n / w) / n; } J.theta = two_atan_nbyw_by_n * n; } J.tangent = two_atan_nbyw_by_n * unit_quaternion().vec(); return J; } /// It re-normalizes ``unit_quaternion`` to unit length. /// /// Note: Because of the class invariant, there is typically no need to call /// this function directly. /// SOPHUS_FUNC void normalize() { Scalar length = unit_quaternion_nonconst().norm(); SOPHUS_ENSURE(length >= Constants<Scalar>::epsilon(), "Quaternion (%) should not be close to zero!", unit_quaternion_nonconst().coeffs().transpose()); unit_quaternion_nonconst().coeffs() /= length; } /// Returns 3x3 matrix representation of the instance. /// /// For SO(3), the matrix representation is an orthogonal matrix ``R`` with /// ``det(R)=1``, thus the so-called "rotation matrix". /// SOPHUS_FUNC Transformation matrix() const { return unit_quaternion().toRotationMatrix(); } /// Assignment operator. /// SOPHUS_FUNC SO3Base& operator=(SO3Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC SO3Base<Derived>& operator=(SO3Base<OtherDerived> const& other) { unit_quaternion_nonconst() = other.unit_quaternion(); return *this; } /// Group multiplication, which is rotation concatenation. /// template <typename OtherDerived> SOPHUS_FUNC SO3Product<OtherDerived> operator*( SO3Base<OtherDerived> const& other) const { using QuaternionProductType = typename SO3Product<OtherDerived>::QuaternionType; const QuaternionType& a = unit_quaternion(); const typename OtherDerived::QuaternionType& b = other.unit_quaternion(); /// NOTE: We cannot use Eigen's Quaternion multiplication because it always /// returns a Quaternion of the same Scalar as this object, so it is not /// able to multiple Jets and doubles correctly. return SO3Product<OtherDerived>(QuaternionProductType( a.w() * b.w() - a.x() * b.x() - a.y() * b.y() - a.z() * b.z(), a.w() * b.x() + a.x() * b.w() + a.y() * b.z() - a.z() * b.y(), a.w() * b.y() + a.y() * b.w() + a.z() * b.x() - a.x() * b.z(), a.w() * b.z() + a.z() * b.w() + a.x() * b.y() - a.y() * b.x())); } /// Group action on 3-points. /// /// This function rotates a 3 dimensional point ``p`` by the SO3 element /// ``bar_R_foo`` (= rotation matrix): ``p_bar = bar_R_foo * p_foo``. /// /// Since SO3 is internally represented by a unit quaternion ``q``, it is /// implemented as ``p_bar = q * p_foo * q^{*}`` /// with ``q^{*}`` being the quaternion conjugate of ``q``. /// /// Geometrically, ``p`` is rotated by angle ``|omega|`` around the /// axis ``omega/|omega|`` with ``omega := vee(log(bar_R_foo))``. /// /// For ``vee``-operator, see below. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 3>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { /// NOTE: We cannot use Eigen's Quaternion transformVector because it always /// returns a Vector3 of the same Scalar as this quaternion, so it is not /// able to be applied to Jets and doubles correctly. const QuaternionType& q = unit_quaternion(); PointProduct<PointDerived> uv = q.vec().cross(p); uv += uv; return p + q.w() * uv + q.vec().cross(uv); } /// Group action on homogeneous 3-points. See above for more details. template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 4>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { const auto rp = *this * p.template head<3>(); return HomogeneousPointProduct<HPointDerived>(rp(0), rp(1), rp(2), p(3)); } /// Group action on lines. /// /// This function rotates a parametrized line ``l(t) = o + t * d`` by the SO3 /// element: /// /// Both direction ``d`` and origin ``o`` are rotated as a 3 dimensional point /// SOPHUS_FUNC Line operator*(Line const& l) const { return Line((*this) * l.origin(), (*this) * l.direction()); } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SO3's Scalar type. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC SO3Base<Derived>& operator*=(SO3Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Takes in quaternion, and normalizes it. /// /// Precondition: The quaternion must not be close to zero. /// SOPHUS_FUNC void setQuaternion(Eigen::Quaternion<Scalar> const& quaternion) { unit_quaternion_nonconst() = quaternion; normalize(); } /// Accessor of unit quaternion. /// SOPHUS_FUNC QuaternionType const& unit_quaternion() const { return static_cast<Derived const*>(this)->unit_quaternion(); } private: /// Mutator of unit_quaternion is private to ensure class invariant. That is /// the quaternion must stay close to unit length. /// SOPHUS_FUNC QuaternionType& unit_quaternion_nonconst() { return static_cast<Derived*>(this)->unit_quaternion_nonconst(); } }; /// SO3 using default storage; derived from SO3Base. template <class Scalar_, int Options> class SO3 : public SO3Base<SO3<Scalar_, Options>> { public: using Base = SO3Base<SO3<Scalar_, Options>>; static int constexpr DoF = Base::DoF; static int constexpr num_parameters = Base::num_parameters; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using QuaternionMember = Eigen::Quaternion<Scalar, Options>; /// ``Base`` is friend so unit_quaternion_nonconst can be accessed from /// ``Base``. friend class SO3Base<SO3<Scalar, Options>>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes unit quaternion to identity rotation. /// SOPHUS_FUNC SO3() : unit_quaternion_(Scalar(1), Scalar(0), Scalar(0), Scalar(0)) {} /// Copy constructor /// SOPHUS_FUNC SO3(SO3 const& other) = default; /// Copy-like constructor from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC SO3(SO3Base<OtherDerived> const& other) : unit_quaternion_(other.unit_quaternion()) {} /// Constructor from rotation matrix /// /// Precondition: rotation matrix needs to be orthogonal with determinant /// of 1. /// SOPHUS_FUNC SO3(Transformation const& R) : unit_quaternion_(R) { SOPHUS_ENSURE(isOrthogonal(R), "R is not orthogonal:\n %", R * R.transpose()); SOPHUS_ENSURE(R.determinant() > Scalar(0), "det(R) is not positive: %", R.determinant()); } /// Constructor from quaternion /// /// Precondition: quaternion must not be close to zero. /// template <class D> SOPHUS_FUNC explicit SO3(Eigen::QuaternionBase<D> const& quat) : unit_quaternion_(quat) { static_assert( std::is_same<typename Eigen::QuaternionBase<D>::Scalar, Scalar>::value, "Input must be of same scalar type"); Base::normalize(); } /// Accessor of unit quaternion. /// SOPHUS_FUNC QuaternionMember const& unit_quaternion() const { return unit_quaternion_; } /// Returns derivative of exp(x) wrt. x. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x( Tangent const& omega) { using std::cos; using std::exp; using std::sin; using std::sqrt; Scalar const c0 = omega[0] * omega[0]; Scalar const c1 = omega[1] * omega[1]; Scalar const c2 = omega[2] * omega[2]; Scalar const c3 = c0 + c1 + c2; if (c3 < Constants<Scalar>::epsilon()) { return Dx_exp_x_at_0(); } Scalar const c4 = sqrt(c3); Scalar const c5 = 1.0 / c4; Scalar const c6 = 0.5 * c4; Scalar const c7 = sin(c6); Scalar const c8 = c5 * c7; Scalar const c9 = pow(c3, -3.0L / 2.0L); Scalar const c10 = c7 * c9; Scalar const c11 = Scalar(1.0) / c3; Scalar const c12 = cos(c6); Scalar const c13 = Scalar(0.5) * c11 * c12; Scalar const c14 = c7 * c9 * omega[0]; Scalar const c15 = Scalar(0.5) * c11 * c12 * omega[0]; Scalar const c16 = -c14 * omega[1] + c15 * omega[1]; Scalar const c17 = -c14 * omega[2] + c15 * omega[2]; Scalar const c18 = omega[1] * omega[2]; Scalar const c19 = -c10 * c18 + c13 * c18; Scalar const c20 = Scalar(0.5) * c5 * c7; Sophus::Matrix<Scalar, num_parameters, DoF> J; J(0, 0) = -c0 * c10 + c0 * c13 + c8; J(0, 1) = c16; J(0, 2) = c17; J(1, 0) = c16; J(1, 1) = -c1 * c10 + c1 * c13 + c8; J(1, 2) = c19; J(2, 0) = c17; J(2, 1) = c19; J(2, 2) = -c10 * c2 + c13 * c2 + c8; J(3, 0) = -c20 * omega[0]; J(3, 1) = -c20 * omega[1]; J(3, 2) = -c20 * omega[2]; return J; } /// Returns derivative of exp(x) wrt. x_i at x=0. /// SOPHUS_FUNC static Sophus::Matrix<Scalar, num_parameters, DoF> Dx_exp_x_at_0() { Sophus::Matrix<Scalar, num_parameters, DoF> J; // clang-format off J << Scalar(0.5), Scalar(0), Scalar(0), Scalar(0), Scalar(0.5), Scalar(0), Scalar(0), Scalar(0), Scalar(0.5), Scalar(0), Scalar(0), Scalar(0); // clang-format on return J; } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int i) { return generator(i); } /// Group exponential /// /// This functions takes in an element of tangent space (= rotation vector /// ``omega``) and returns the corresponding element of the group SO(3). /// /// To be more specific, this function computes ``expmat(hat(omega))`` /// with ``expmat(.)`` being the matrix exponential and ``hat(.)`` being the /// hat()-operator of SO(3). /// SOPHUS_FUNC static SO3<Scalar> exp(Tangent const& omega) { Scalar theta; return expAndTheta(omega, &theta); } /// As above, but also returns ``theta = |omega|`` as out-parameter. /// /// Precondition: ``theta`` must not be ``nullptr``. /// SOPHUS_FUNC static SO3<Scalar> expAndTheta(Tangent const& omega, Scalar* theta) { SOPHUS_ENSURE(theta != nullptr, "must not be nullptr."); using std::abs; using std::cos; using std::sin; using std::sqrt; Scalar theta_sq = omega.squaredNorm(); Scalar imag_factor; Scalar real_factor; if (theta_sq < Constants<Scalar>::epsilon() * Constants<Scalar>::epsilon()) { *theta = Scalar(0); Scalar theta_po4 = theta_sq * theta_sq; imag_factor = Scalar(0.5) - Scalar(1.0 / 48.0) * theta_sq + Scalar(1.0 / 3840.0) * theta_po4; real_factor = Scalar(1) - Scalar(1.0 / 8.0) * theta_sq + Scalar(1.0 / 384.0) * theta_po4; } else { *theta = sqrt(theta_sq); Scalar half_theta = Scalar(0.5) * (*theta); Scalar sin_half_theta = sin(half_theta); imag_factor = sin_half_theta / (*theta); real_factor = cos(half_theta); } SO3 q; q.unit_quaternion_nonconst() = QuaternionMember(real_factor, imag_factor * omega.x(), imag_factor * omega.y(), imag_factor * omega.z()); SOPHUS_ENSURE(abs(q.unit_quaternion().squaredNorm() - Scalar(1)) < Sophus::Constants<Scalar>::epsilon(), "SO3::exp failed! omega: %, real: %, img: %", omega.transpose(), real_factor, imag_factor); return q; } /// Returns closest SO3 given arbitrary 3x3 matrix. /// template <class S = Scalar> static SOPHUS_FUNC enable_if_t<std::is_floating_point<S>::value, SO3> fitToSO3(Transformation const& R) { return SO3(::Sophus::makeRotationMatrix(R)); } /// Returns the ith infinitesimal generators of SO(3). /// /// The infinitesimal generators of SO(3) are: /// /// ``` /// | 0 0 0 | /// G_0 = | 0 0 -1 | /// | 0 1 0 | /// /// | 0 0 1 | /// G_1 = | 0 0 0 | /// | -1 0 0 | /// /// | 0 -1 0 | /// G_2 = | 1 0 0 | /// | 0 0 0 | /// ``` /// /// Precondition: ``i`` must be 0, 1 or 2. /// SOPHUS_FUNC static Transformation generator(int i) { SOPHUS_ENSURE(i >= 0 && i <= 2, "i should be in range [0,2]."); Tangent e; e.setZero(); e[i] = Scalar(1); return hat(e); } /// hat-operator /// /// It takes in the 3-vector representation ``omega`` (= rotation vector) and /// returns the corresponding matrix representation of Lie algebra element. /// /// Formally, the hat()-operator of SO(3) is defined as /// /// ``hat(.): R^3 -> R^{3x3}, hat(omega) = sum_i omega_i * G_i`` /// (for i=0,1,2) /// /// with ``G_i`` being the ith infinitesimal generator of SO(3). /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& omega) { Transformation Omega; // clang-format off Omega << Scalar(0), -omega(2), omega(1), omega(2), Scalar(0), -omega(0), -omega(1), omega(0), Scalar(0); // clang-format on return Omega; } /// Lie bracket /// /// It computes the Lie bracket of SO(3). To be more specific, it computes /// /// ``[omega_1, omega_2]_so3 := vee([hat(omega_1), hat(omega_2)])`` /// /// with ``[A,B] := AB-BA`` being the matrix commutator, ``hat(.)`` the /// hat()-operator and ``vee(.)`` the vee()-operator of SO3. /// /// For the Lie algebra so3, the Lie bracket is simply the cross product: /// /// ``[omega_1, omega_2]_so3 = omega_1 x omega_2.`` /// SOPHUS_FUNC static Tangent lieBracket(Tangent const& omega1, Tangent const& omega2) { return omega1.cross(omega2); } /// Construct x-axis rotation. /// static SOPHUS_FUNC SO3 rotX(Scalar const& x) { return SO3::exp(Sophus::Vector3<Scalar>(x, Scalar(0), Scalar(0))); } /// Construct y-axis rotation. /// static SOPHUS_FUNC SO3 rotY(Scalar const& y) { return SO3::exp(Sophus::Vector3<Scalar>(Scalar(0), y, Scalar(0))); } /// Construct z-axis rotation. /// static SOPHUS_FUNC SO3 rotZ(Scalar const& z) { return SO3::exp(Sophus::Vector3<Scalar>(Scalar(0), Scalar(0), z)); } /// Draw uniform sample from SO(3) manifold. /// Based on: http://planning.cs.uiuc.edu/node198.html /// template <class UniformRandomBitGenerator> static SO3 sampleUniform(UniformRandomBitGenerator& generator) { static_assert(IsUniformRandomBitGenerator<UniformRandomBitGenerator>::value, "generator must meet the UniformRandomBitGenerator concept"); std::uniform_real_distribution<Scalar> uniform(Scalar(0), Scalar(1)); std::uniform_real_distribution<Scalar> uniform_twopi( Scalar(0), 2 * Constants<Scalar>::pi()); const Scalar u1 = uniform(generator); const Scalar u2 = uniform_twopi(generator); const Scalar u3 = uniform_twopi(generator); const Scalar a = sqrt(1 - u1); const Scalar b = sqrt(u1); return SO3( QuaternionMember(a * sin(u2), a * cos(u2), b * sin(u3), b * cos(u3))); } /// vee-operator /// /// It takes the 3x3-matrix representation ``Omega`` and maps it to the /// corresponding vector representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | 0 -c b | /// | c 0 -a | /// | -b a 0 | /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { return Tangent(Omega(2, 1), Omega(0, 2), Omega(1, 0)); } protected: /// Mutator of unit_quaternion is protected to ensure class invariant. /// SOPHUS_FUNC QuaternionMember& unit_quaternion_nonconst() { return unit_quaternion_; } QuaternionMember unit_quaternion_; }; } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``SO3``; derived from SO3Base. /// /// Allows us to wrap SO3 objects around POD array (e.g. external c style /// quaternion). template <class Scalar_, int Options> class Map<Sophus::SO3<Scalar_>, Options> : public Sophus::SO3Base<Map<Sophus::SO3<Scalar_>, Options>> { public: using Base = Sophus::SO3Base<Map<Sophus::SO3<Scalar_>, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; /// ``Base`` is friend so unit_quaternion_nonconst can be accessed from /// ``Base``. friend class Sophus::SO3Base<Map<Sophus::SO3<Scalar_>, Options>>; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : unit_quaternion_(coeffs) {} /// Accessor of unit quaternion. /// SOPHUS_FUNC Map<Eigen::Quaternion<Scalar>, Options> const& unit_quaternion() const { return unit_quaternion_; } protected: /// Mutator of unit_quaternion is protected to ensure class invariant. /// SOPHUS_FUNC Map<Eigen::Quaternion<Scalar>, Options>& unit_quaternion_nonconst() { return unit_quaternion_; } Map<Eigen::Quaternion<Scalar>, Options> unit_quaternion_; }; /// Specialization of Eigen::Map for ``SO3 const``; derived from SO3Base. /// /// Allows us to wrap SO3 objects around POD array (e.g. external c style /// quaternion). template <class Scalar_, int Options> class Map<Sophus::SO3<Scalar_> const, Options> : public Sophus::SO3Base<Map<Sophus::SO3<Scalar_> const, Options>> { public: using Base = Sophus::SO3Base<Map<Sophus::SO3<Scalar_> const, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : unit_quaternion_(coeffs) {} /// Accessor of unit quaternion. /// SOPHUS_FUNC Map<Eigen::Quaternion<Scalar> const, Options> const& unit_quaternion() const { return unit_quaternion_; } protected: /// Mutator of unit_quaternion is protected to ensure class invariant. /// Map<Eigen::Quaternion<Scalar> const, Options> const unit_quaternion_; }; } // namespace Eigen #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/velocities.hpp
.hpp
2,401
75
#ifndef SOPHUS_VELOCITIES_HPP #define SOPHUS_VELOCITIES_HPP #include <functional> #include "num_diff.hpp" #include "se3.hpp" namespace Sophus { namespace experimental { // Experimental since the API will certainly change drastically in the future. // Transforms velocity vector by rotation ``foo_R_bar``. // // Note: vel_bar can be either a linear or a rotational velocity vector. // template <class Scalar> Vector3<Scalar> transformVelocity(SO3<Scalar> const& foo_R_bar, Vector3<Scalar> const& vel_bar) { // For rotational velocities note that: // // vel_bar = vee(foo_R_bar * hat(vel_bar) * foo_R_bar^T) // = vee(hat(Adj(foo_R_bar) * vel_bar)) // = Adj(foo_R_bar) * vel_bar // = foo_R_bar * vel_bar. // return foo_R_bar * vel_bar; } // Transforms velocity vector by pose ``foo_T_bar``. // // Note: vel_bar can be either a linear or a rotational velocity vector. // template <class Scalar> Vector3<Scalar> transformVelocity(SE3<Scalar> const& foo_T_bar, Vector3<Scalar> const& vel_bar) { return transformVelocity(foo_T_bar.so3(), vel_bar); } // finite difference approximation of instantanious velocity in frame foo // template <class Scalar> Vector3<Scalar> finiteDifferenceRotationalVelocity( std::function<SO3<Scalar>(Scalar)> const& foo_R_bar, Scalar t, Scalar h = Constants<Scalar>::epsilon()) { // https://en.wikipedia.org/w/index.php?title=Angular_velocity&oldid=791867792#Angular_velocity_tensor // // W = dR(t)/dt * R^{-1}(t) Matrix3<Scalar> dR_dt_in_frame_foo = curveNumDiff( [&foo_R_bar](Scalar t0) -> Matrix3<Scalar> { return foo_R_bar(t0).matrix(); }, t, h); // velocity tensor Matrix3<Scalar> W_in_frame_foo = dR_dt_in_frame_foo * (foo_R_bar(t)).inverse().matrix(); return SO3<Scalar>::vee(W_in_frame_foo); } // finite difference approximation of instantanious velocity in frame foo // template <class Scalar> Vector3<Scalar> finiteDifferenceRotationalVelocity( std::function<SE3<Scalar>(Scalar)> const& foo_T_bar, Scalar t, Scalar h = Constants<Scalar>::epsilon()) { return finiteDifferenceRotationalVelocity<Scalar>( [&foo_T_bar](Scalar t) -> SO3<Scalar> { return foo_T_bar(t).so3(); }, t, h); } } // namespace experimental } // namespace Sophus #endif // SOPHUS_VELOCITIES_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/formatstring.hpp
.hpp
1,810
73
/// @file /// FormatString functionality #ifndef SOPHUS_FORMATSTRING_HPP #define SOPHUS_FORMATSTRING_HPP #include <iostream> namespace Sophus { namespace details { // Following: http://stackoverflow.com/a/22759544 template <class T> class IsStreamable { private: template <class TT> static auto test(int) -> decltype(std::declval<std::stringstream&>() << std::declval<TT>(), std::true_type()); template <class> static auto test(...) -> std::false_type; public: static bool const value = decltype(test<T>(0))::value; }; template <class T> class ArgToStream { public: static void impl(std::stringstream& stream, T&& arg) { stream << std::forward<T>(arg); } }; inline void FormatStream(std::stringstream& stream, char const* text) { stream << text; return; } // Following: http://en.cppreference.com/w/cpp/language/parameter_pack template <class T, typename... Args> void FormatStream(std::stringstream& stream, char const* text, T&& arg, Args&&... args) { static_assert(IsStreamable<T>::value, "One of the args has no ostream overload!"); for (; *text != '\0'; ++text) { if (*text == '%') { ArgToStream<T&&>::impl(stream, std::forward<T>(arg)); FormatStream(stream, text + 1, std::forward<Args>(args)...); return; } stream << *text; } stream << "\nFormat-Warning: There are " << sizeof...(Args) + 1 << " args unused."; return; } template <class... Args> std::string FormatString(char const* text, Args&&... args) { std::stringstream stream; FormatStream(stream, text, std::forward<Args>(args)...); return stream.str(); } inline std::string FormatString() { return std::string(); } } // namespace details } // namespace Sophus #endif //SOPHUS_FORMATSTRING_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/geometry.hpp
.hpp
6,141
180
/// @file /// Transformations between poses and hyperplanes. #ifndef GEOMETRY_HPP #define GEOMETRY_HPP #include "se2.hpp" #include "se3.hpp" #include "so2.hpp" #include "so3.hpp" #include "types.hpp" namespace Sophus { /// Takes in a rotation ``R_foo_plane`` and returns the corresponding line /// normal along the y-axis (in reference frame ``foo``). /// template <class T> Vector2<T> normalFromSO2(SO2<T> const& R_foo_line) { return R_foo_line.matrix().col(1); } /// Takes in line normal in reference frame foo and constructs a corresponding /// rotation matrix ``R_foo_line``. /// /// Precondition: ``normal_foo`` must not be close to zero. /// template <class T> SO2<T> SO2FromNormal(Vector2<T> normal_foo) { SOPHUS_ENSURE(normal_foo.squaredNorm() > Constants<T>::epsilon(), "%", normal_foo.transpose()); normal_foo.normalize(); return SO2<T>(normal_foo.y(), -normal_foo.x()); } /// Takes in a rotation ``R_foo_plane`` and returns the corresponding plane /// normal along the z-axis /// (in reference frame ``foo``). /// template <class T> Vector3<T> normalFromSO3(SO3<T> const& R_foo_plane) { return R_foo_plane.matrix().col(2); } /// Takes in plane normal in reference frame foo and constructs a corresponding /// rotation matrix ``R_foo_plane``. /// /// Note: The ``plane`` frame is defined as such that the normal points along /// the positive z-axis. One can specify hints for the x-axis and y-axis /// of the ``plane`` frame. /// /// Preconditions: /// - ``normal_foo``, ``xDirHint_foo``, ``yDirHint_foo`` must not be close to /// zero. /// - ``xDirHint_foo`` and ``yDirHint_foo`` must be approx. perpendicular. /// template <class T> Matrix3<T> rotationFromNormal(Vector3<T> const& normal_foo, Vector3<T> xDirHint_foo = Vector3<T>(T(1), T(0), T(0)), Vector3<T> yDirHint_foo = Vector3<T>(T(0), T(1), T(0))) { SOPHUS_ENSURE(xDirHint_foo.dot(yDirHint_foo) < Constants<T>::epsilon(), "xDirHint (%) and yDirHint (%) must be perpendicular.", xDirHint_foo.transpose(), yDirHint_foo.transpose()); using std::abs; using std::sqrt; T const xDirHint_foo_sqr_length = xDirHint_foo.squaredNorm(); T const yDirHint_foo_sqr_length = yDirHint_foo.squaredNorm(); T const normal_foo_sqr_length = normal_foo.squaredNorm(); SOPHUS_ENSURE(xDirHint_foo_sqr_length > Constants<T>::epsilon(), "%", xDirHint_foo.transpose()); SOPHUS_ENSURE(yDirHint_foo_sqr_length > Constants<T>::epsilon(), "%", yDirHint_foo.transpose()); SOPHUS_ENSURE(normal_foo_sqr_length > Constants<T>::epsilon(), "%", normal_foo.transpose()); Matrix3<T> basis_foo; basis_foo.col(2) = normal_foo; if (abs(xDirHint_foo_sqr_length - T(1)) > Constants<T>::epsilon()) { xDirHint_foo.normalize(); } if (abs(yDirHint_foo_sqr_length - T(1)) > Constants<T>::epsilon()) { yDirHint_foo.normalize(); } if (abs(normal_foo_sqr_length - T(1)) > Constants<T>::epsilon()) { basis_foo.col(2).normalize(); } T abs_x_dot_z = abs(basis_foo.col(2).dot(xDirHint_foo)); T abs_y_dot_z = abs(basis_foo.col(2).dot(yDirHint_foo)); if (abs_x_dot_z < abs_y_dot_z) { // basis_foo.z and xDirHint are far from parallel. basis_foo.col(1) = basis_foo.col(2).cross(xDirHint_foo).normalized(); basis_foo.col(0) = basis_foo.col(1).cross(basis_foo.col(2)); } else { // basis_foo.z and yDirHint are far from parallel. basis_foo.col(0) = yDirHint_foo.cross(basis_foo.col(2)).normalized(); basis_foo.col(1) = basis_foo.col(2).cross(basis_foo.col(0)); } T det = basis_foo.determinant(); // sanity check SOPHUS_ENSURE(abs(det - T(1)) < Constants<T>::epsilon(), "Determinant of basis is not 1, but %. Basis is \n%\n", det, basis_foo); return basis_foo; } /// Takes in plane normal in reference frame foo and constructs a corresponding /// rotation matrix ``R_foo_plane``. /// /// See ``rotationFromNormal`` for details. /// template <class T> SO3<T> SO3FromNormal(Vector3<T> const& normal_foo) { return SO3<T>(rotationFromNormal(normal_foo)); } /// Returns a line (wrt. to frame ``foo``), given a pose of the ``line`` in /// reference frame ``foo``. /// /// Note: The plane is defined by X-axis of the ``line`` frame. /// template <class T> Line2<T> lineFromSE2(SE2<T> const& T_foo_line) { return Line2<T>(normalFromSO2(T_foo_line.so2()), T_foo_line.translation()); } /// Returns the pose ``T_foo_line``, given a line in reference frame ``foo``. /// /// Note: The line is defined by X-axis of the frame ``line``. /// template <class T> SE2<T> SE2FromLine(Line2<T> const& line_foo) { T const d = line_foo.offset(); Vector2<T> const n = line_foo.normal(); SO2<T> const R_foo_plane = SO2FromNormal(n); return SE2<T>(R_foo_plane, -d * n); } /// Returns a plane (wrt. to frame ``foo``), given a pose of the ``plane`` in /// reference frame ``foo``. /// /// Note: The plane is defined by XY-plane of the frame ``plane``. /// template <class T> Plane3<T> planeFromSE3(SE3<T> const& T_foo_plane) { return Plane3<T>(normalFromSO3(T_foo_plane.so3()), T_foo_plane.translation()); } /// Returns the pose ``T_foo_plane``, given a plane in reference frame ``foo``. /// /// Note: The plane is defined by XY-plane of the frame ``plane``. /// template <class T> SE3<T> SE3FromPlane(Plane3<T> const& plane_foo) { T const d = plane_foo.offset(); Vector3<T> const n = plane_foo.normal(); SO3<T> const R_foo_plane = SO3FromNormal(n); return SE3<T>(R_foo_plane, -d * n); } /// Takes in a hyperplane and returns unique representation by ensuring that the /// ``offset`` is not negative. /// template <class T, int N> Eigen::Hyperplane<T, N> makeHyperplaneUnique( Eigen::Hyperplane<T, N> const& plane) { if (plane.offset() >= 0) { return plane; } return Eigen::Hyperplane<T, N>(-plane.normal(), -plane.offset()); } } // namespace Sophus #endif // GEOMETRY_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/sim_details.hpp
.hpp
3,536
104
#ifndef SOPHUS_SIM_DETAILS_HPP #define SOPHUS_SIM_DETAILS_HPP #include "types.hpp" namespace Sophus { namespace details { template <class Scalar, int N> Matrix<Scalar, N, N> calcW(Matrix<Scalar, N, N> const& Omega, Scalar const theta, Scalar const sigma) { using std::abs; using std::cos; using std::exp; using std::sin; static Matrix<Scalar, N, N> const I = Matrix<Scalar, N, N>::Identity(); static Scalar const one(1); static Scalar const half(0.5); Matrix<Scalar, N, N> const Omega2 = Omega * Omega; Scalar const scale = exp(sigma); Scalar A, B, C; if (abs(sigma) < Constants<Scalar>::epsilon()) { C = one; if (abs(theta) < Constants<Scalar>::epsilon()) { A = half; B = Scalar(1. / 6.); } else { Scalar theta_sq = theta * theta; A = (one - cos(theta)) / theta_sq; B = (theta - sin(theta)) / (theta_sq * theta); } } else { C = (scale - one) / sigma; if (abs(theta) < Constants<Scalar>::epsilon()) { Scalar sigma_sq = sigma * sigma; A = ((sigma - one) * scale + one) / sigma_sq; B = (scale * half * sigma_sq + scale - one - sigma * scale) / (sigma_sq * sigma); } else { Scalar theta_sq = theta * theta; Scalar a = scale * sin(theta); Scalar b = scale * cos(theta); Scalar c = theta_sq + sigma * sigma; A = (a * sigma + (one - b) * theta) / (theta * c); B = (C - ((b - one) * sigma + a * theta) / (c)) * one / (theta_sq); } } return A * Omega + B * Omega2 + C * I; } template <class Scalar, int N> Matrix<Scalar, N, N> calcWInv(Matrix<Scalar, N, N> const& Omega, Scalar const theta, Scalar const sigma, Scalar const scale) { using std::abs; using std::cos; using std::sin; static Matrix<Scalar, N, N> const I = Matrix<Scalar, N, N>::Identity(); static Scalar const half(0.5); static Scalar const one(1); static Scalar const two(2); Matrix<Scalar, N, N> const Omega2 = Omega * Omega; Scalar const scale_sq = scale * scale; Scalar const theta_sq = theta * theta; Scalar const sin_theta = sin(theta); Scalar const cos_theta = cos(theta); Scalar a, b, c; if (abs(sigma * sigma) < Constants<Scalar>::epsilon()) { c = one - half * sigma; a = -half; if (abs(theta_sq) < Constants<Scalar>::epsilon()) { b = Scalar(1. / 12.); } else { b = (theta * sin_theta + two * cos_theta - two) / (two * theta_sq * (cos_theta - one)); } } else { Scalar const scale_cu = scale_sq * scale; c = sigma / (scale - one); if (abs(theta_sq) < Constants<Scalar>::epsilon()) { a = (-sigma * scale + scale - one) / ((scale - one) * (scale - one)); b = (scale_sq * sigma - two * scale_sq + scale * sigma + two * scale) / (two * scale_cu - Scalar(6) * scale_sq + Scalar(6) * scale - two); } else { Scalar const s_sin_theta = scale * sin_theta; Scalar const s_cos_theta = scale * cos_theta; a = (theta * s_cos_theta - theta - sigma * s_sin_theta) / (theta * (scale_sq - two * s_cos_theta + one)); b = -scale * (theta * s_sin_theta - theta * sin_theta + sigma * s_cos_theta - scale * sigma + sigma * cos_theta - sigma) / (theta_sq * (scale_cu - two * scale * s_cos_theta - scale_sq + two * s_cos_theta + scale - one)); } } return a * Omega + b * Omega2 + c * I; } } // namespace details } // namespace Sophus #endif
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/example_ensure_handler.cpp
.cpp
398
15
#include "common.hpp" #include <cstdio> #include <cstdlib> namespace Sophus { void ensureFailed(char const* function, char const* file, int line, char const* description) { std::printf("Sophus ensure failed in function '%s', file '%s', line %d.\n", file, function, line); std::printf("Description: %s\n", description); std::abort(); } } // namespace Sophus
C++
3D
hku-mars/ImMesh
src/tools/lib_sophus/types.hpp
.hpp
6,323
242
/// @file /// Common type aliases. #ifndef SOPHUS_TYPES_HPP #define SOPHUS_TYPES_HPP #include <type_traits> #include "common.hpp" namespace Sophus { template <class Scalar, int M, int Options = 0> using Vector = Eigen::Matrix<Scalar, M, 1, Options>; template <class Scalar, int Options = 0> using Vector2 = Vector<Scalar, 2, Options>; using Vector2f = Vector2<float>; using Vector2d = Vector2<double>; template <class Scalar, int Options = 0> using Vector3 = Vector<Scalar, 3, Options>; using Vector3f = Vector3<float>; using Vector3d = Vector3<double>; template <class Scalar> using Vector4 = Vector<Scalar, 4>; using Vector4f = Vector4<float>; using Vector4d = Vector4<double>; template <class Scalar> using Vector6 = Vector<Scalar, 6>; using Vector6f = Vector6<float>; using Vector6d = Vector6<double>; template <class Scalar> using Vector7 = Vector<Scalar, 7>; using Vector7f = Vector7<float>; using Vector7d = Vector7<double>; template <class Scalar, int M, int N> using Matrix = Eigen::Matrix<Scalar, M, N>; template <class Scalar> using Matrix2 = Matrix<Scalar, 2, 2>; using Matrix2f = Matrix2<float>; using Matrix2d = Matrix2<double>; template <class Scalar> using Matrix3 = Matrix<Scalar, 3, 3>; using Matrix3f = Matrix3<float>; using Matrix3d = Matrix3<double>; template <class Scalar> using Matrix4 = Matrix<Scalar, 4, 4>; using Matrix4f = Matrix4<float>; using Matrix4d = Matrix4<double>; template <class Scalar> using Matrix6 = Matrix<Scalar, 6, 6>; using Matrix6f = Matrix6<float>; using Matrix6d = Matrix6<double>; template <class Scalar> using Matrix7 = Matrix<Scalar, 7, 7>; using Matrix7f = Matrix7<float>; using Matrix7d = Matrix7<double>; template <class Scalar, int N, int Options = 0> using ParametrizedLine = Eigen::ParametrizedLine<Scalar, N, Options>; template <class Scalar, int Options = 0> using ParametrizedLine3 = ParametrizedLine<Scalar, 3, Options>; using ParametrizedLine3f = ParametrizedLine3<float>; using ParametrizedLine3d = ParametrizedLine3<double>; template <class Scalar, int Options = 0> using ParametrizedLine2 = ParametrizedLine<Scalar, 2, Options>; using ParametrizedLine2f = ParametrizedLine2<float>; using ParametrizedLine2d = ParametrizedLine2<double>; namespace details { template <class Scalar> class MaxMetric { public: static Scalar impl(Scalar s0, Scalar s1) { using std::abs; return abs(s0 - s1); } }; template <class Scalar, int M, int N> class MaxMetric<Matrix<Scalar, M, N>> { public: static Scalar impl(Matrix<Scalar, M, N> const& p0, Matrix<Scalar, M, N> const& p1) { return (p0 - p1).template lpNorm<Eigen::Infinity>(); } }; template <class Scalar> class SetToZero { public: static void impl(Scalar& s) { s = Scalar(0); } }; template <class Scalar, int M, int N> class SetToZero<Matrix<Scalar, M, N>> { public: static void impl(Matrix<Scalar, M, N>& v) { v.setZero(); } }; template <class T1, class Scalar> class SetElementAt; template <class Scalar> class SetElementAt<Scalar, Scalar> { public: static void impl(Scalar& s, Scalar value, int at) { SOPHUS_ENSURE(at == 0, "is %", at); s = value; } }; template <class Scalar, int N> class SetElementAt<Vector<Scalar, N>, Scalar> { public: static void impl(Vector<Scalar, N>& v, Scalar value, int at) { SOPHUS_ENSURE(at >= 0 && at < N, "is %", at); v[at] = value; } }; template <class Scalar> class SquaredNorm { public: static Scalar impl(Scalar const& s) { return s * s; } }; template <class Scalar, int N> class SquaredNorm<Matrix<Scalar, N, 1>> { public: static Scalar impl(Matrix<Scalar, N, 1> const& s) { return s.squaredNorm(); } }; template <class Scalar> class Transpose { public: static Scalar impl(Scalar const& s) { return s; } }; template <class Scalar, int M, int N> class Transpose<Matrix<Scalar, M, N>> { public: static Matrix<Scalar, M, N> impl(Matrix<Scalar, M, N> const& s) { return s.transpose(); } }; } // namespace details /// Returns maximum metric between two points ``p0`` and ``p1``, with ``p0, p1`` /// being matrices or a scalars. /// template <class T> auto maxMetric(T const& p0, T const& p1) -> decltype(details::MaxMetric<T>::impl(p0, p1)) { return details::MaxMetric<T>::impl(p0, p1); } /// Sets point ``p`` to zero, with ``p`` being a matrix or a scalar. /// template <class T> void setToZero(T& p) { return details::SetToZero<T>::impl(p); } /// Sets ``i``th component of ``p`` to ``value``, with ``p`` being a /// matrix or a scalar. If ``p`` is a scalar, ``i`` must be ``0``. /// template <class T, class Scalar> void setElementAt(T& p, Scalar value, int i) { return details::SetElementAt<T, Scalar>::impl(p, value, i); } /// Returns the squared 2-norm of ``p``, with ``p`` being a vector or a scalar. /// template <class T> auto squaredNorm(T const& p) -> decltype(details::SquaredNorm<T>::impl(p)) { return details::SquaredNorm<T>::impl(p); } /// Returns ``p.transpose()`` if ``p`` is a matrix, and simply ``p`` if m is a /// scalar. /// template <class T> auto transpose(T const& p) -> decltype(details::Transpose<T>::impl(T())) { return details::Transpose<T>::impl(p); } template <class Scalar> struct IsFloatingPoint { static bool const value = std::is_floating_point<Scalar>::value; }; template <class Scalar, int M, int N> struct IsFloatingPoint<Matrix<Scalar, M, N>> { static bool const value = std::is_floating_point<Scalar>::value; }; template <class Scalar_> struct GetScalar { using Scalar = Scalar_; }; template <class Scalar_, int M, int N> struct GetScalar<Matrix<Scalar_, M, N>> { using Scalar = Scalar_; }; /// If the Vector type is of fixed size, then IsFixedSizeVector::value will be /// true. template <typename Vector, int NumDimensions, typename = typename std::enable_if< Vector::RowsAtCompileTime == NumDimensions && Vector::ColsAtCompileTime == 1>::type> struct IsFixedSizeVector : std::true_type {}; /// Planes in 3d are hyperplanes. template <class T> using Plane3 = Eigen::Hyperplane<T, 3>; using Plane3d = Plane3<double>; using Plane3f = Plane3<float>; /// Lines in 2d are hyperplanes. template <class T> using Line2 = Eigen::Hyperplane<T, 2>; using Line2d = Line2<double>; using Line2f = Line2<float>; } // namespace Sophus #endif // SOPHUS_TYPES_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/num_diff.hpp
.hpp
2,850
94
/// @file /// Numerical differentiation using finite differences #ifndef SOPHUS_NUM_DIFF_HPP #define SOPHUS_NUM_DIFF_HPP #include <functional> #include <type_traits> #include <utility> #include "types.hpp" namespace Sophus { namespace details { template <class Scalar> class Curve { public: template <class Fn> static auto num_diff(Fn curve, Scalar t, Scalar h) -> decltype(curve(t)) { using ReturnType = decltype(curve(t)); static_assert(std::is_floating_point<Scalar>::value, "Scalar must be a floating point type."); static_assert(IsFloatingPoint<ReturnType>::value, "ReturnType must be either a floating point scalar, " "vector or matrix."); return (curve(t + h) - curve(t - h)) / (Scalar(2) * h); } }; template <class Scalar, int N, int M> class VectorField { public: static Eigen::Matrix<Scalar, N, M> num_diff( std::function<Sophus::Vector<Scalar, N>(Sophus::Vector<Scalar, M>)> vector_field, Sophus::Vector<Scalar, M> const& a, Scalar eps) { static_assert(std::is_floating_point<Scalar>::value, "Scalar must be a floating point type."); Eigen::Matrix<Scalar, N, M> J; Sophus::Vector<Scalar, M> h; h.setZero(); for (int i = 0; i < M; ++i) { h[i] = eps; J.col(i) = (vector_field(a + h) - vector_field(a - h)) / (Scalar(2) * eps); h[i] = Scalar(0); } return J; } }; template <class Scalar, int N> class VectorField<Scalar, N, 1> { public: static Eigen::Matrix<Scalar, N, 1> num_diff( std::function<Sophus::Vector<Scalar, N>(Scalar)> vector_field, Scalar const& a, Scalar eps) { return details::Curve<Scalar>::num_diff(std::move(vector_field), a, eps); } }; } // namespace details /// Calculates the derivative of a curve at a point ``t``. /// /// Here, a curve is a function from a Scalar to a Euclidean space. Thus, it /// returns either a Scalar, a vector or a matrix. /// template <class Scalar, class Fn> auto curveNumDiff(Fn curve, Scalar t, Scalar h = Constants<Scalar>::epsilonSqrt()) -> decltype(details::Curve<Scalar>::num_diff(std::move(curve), t, h)) { return details::Curve<Scalar>::num_diff(std::move(curve), t, h); } /// Calculates the derivative of a vector field at a point ``a``. /// /// Here, a vector field is a function from a vector space to another vector /// space. /// template <class Scalar, int N, int M, class ScalarOrVector, class Fn> Eigen::Matrix<Scalar, N, M> vectorFieldNumDiff( Fn vector_field, ScalarOrVector const& a, Scalar eps = Constants<Scalar>::epsilonSqrt()) { return details::VectorField<Scalar, N, M>::num_diff(std::move(vector_field), a, eps); } } // namespace Sophus #endif // SOPHUS_NUM_DIFF_HPP
Unknown
3D
hku-mars/ImMesh
src/tools/lib_sophus/sim3.hpp
.hpp
25,120
746
/// @file /// Similarity group Sim(3) - scaling, rotation and translation in 3d. #ifndef SOPHUS_SIM3_HPP #define SOPHUS_SIM3_HPP #include "rxso3.hpp" #include "sim_details.hpp" namespace Sophus { template <class Scalar_, int Options = 0> class Sim3; using Sim3d = Sim3<double>; using Sim3f = Sim3<float>; } // namespace Sophus namespace Eigen { namespace internal { template <class Scalar_, int Options> struct traits<Sophus::Sim3<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Sophus::Vector3<Scalar, Options>; using RxSO3Type = Sophus::RxSO3<Scalar, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::Sim3<Scalar_>, Options>> : traits<Sophus::Sim3<Scalar_, Options>> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector3<Scalar>, Options>; using RxSO3Type = Map<Sophus::RxSO3<Scalar>, Options>; }; template <class Scalar_, int Options> struct traits<Map<Sophus::Sim3<Scalar_> const, Options>> : traits<Sophus::Sim3<Scalar_, Options> const> { using Scalar = Scalar_; using TranslationType = Map<Sophus::Vector3<Scalar> const, Options>; using RxSO3Type = Map<Sophus::RxSO3<Scalar> const, Options>; }; } // namespace internal } // namespace Eigen namespace Sophus { /// Sim3 base type - implements Sim3 class but is storage agnostic. /// /// Sim(3) is the group of rotations and translation and scaling in 3d. It is /// the semi-direct product of R+xSO(3) and the 3d Euclidean vector space. The /// class is represented using a composition of RxSO3 for scaling plus /// rotation and a 3-vector for translation. /// /// Sim(3) is neither compact, nor a commutative group. /// /// See RxSO3 for more details of the scaling + rotation representation in 3d. /// template <class Derived> class Sim3Base { public: using Scalar = typename Eigen::internal::traits<Derived>::Scalar; using TranslationType = typename Eigen::internal::traits<Derived>::TranslationType; using RxSO3Type = typename Eigen::internal::traits<Derived>::RxSO3Type; using QuaternionType = typename RxSO3Type::QuaternionType; /// Degrees of freedom of manifold, number of dimensions in tangent space /// (three for translation, three for rotation and one for scaling). static int constexpr DoF = 7; /// Number of internal parameters used (4-tuple for quaternion, three for /// translation). static int constexpr num_parameters = 7; /// Group transformations are 4x4 matrices. static int constexpr N = 4; using Transformation = Matrix<Scalar, N, N>; using Point = Vector3<Scalar>; using HomogeneousPoint = Vector4<Scalar>; using Line = ParametrizedLine3<Scalar>; using Tangent = Vector<Scalar, DoF>; using Adjoint = Matrix<Scalar, DoF, DoF>; /// For binary operations the return type is determined with the /// ScalarBinaryOpTraits feature of Eigen. This allows mixing concrete and Map /// types, as well as other compatible scalar types such as Ceres::Jet and /// double scalars with Sim3 operations. template <typename OtherDerived> using ReturnScalar = typename Eigen::ScalarBinaryOpTraits< Scalar, typename OtherDerived::Scalar>::ReturnType; template <typename OtherDerived> using Sim3Product = Sim3<ReturnScalar<OtherDerived>>; template <typename PointDerived> using PointProduct = Vector3<ReturnScalar<PointDerived>>; template <typename HPointDerived> using HomogeneousPointProduct = Vector4<ReturnScalar<HPointDerived>>; /// Adjoint transformation /// /// This function return the adjoint transformation ``Ad`` of the group /// element ``A`` such that for all ``x`` it holds that /// ``hat(Ad_A * x) = A * hat(x) A^{-1}``. See hat-operator below. /// SOPHUS_FUNC Adjoint Adj() const { Matrix3<Scalar> const R = rxso3().rotationMatrix(); Adjoint res; res.setZero(); res.template block<3, 3>(0, 0) = rxso3().matrix(); res.template block<3, 3>(0, 3) = SO3<Scalar>::hat(translation()) * R; res.template block<3, 1>(0, 6) = -translation(); res.template block<3, 3>(3, 3) = R; res(6, 6) = Scalar(1); return res; } /// Returns copy of instance casted to NewScalarType. /// template <class NewScalarType> SOPHUS_FUNC Sim3<NewScalarType> cast() const { return Sim3<NewScalarType>(rxso3().template cast<NewScalarType>(), translation().template cast<NewScalarType>()); } /// Returns group inverse. /// SOPHUS_FUNC Sim3<Scalar> inverse() const { RxSO3<Scalar> invR = rxso3().inverse(); return Sim3<Scalar>(invR, invR * (translation() * Scalar(-1))); } /// Logarithmic map /// /// Computes the logarithm, the inverse of the group exponential which maps /// element of the group (rigid body transformations) to elements of the /// tangent space (twist). /// /// To be specific, this function computes ``vee(logmat(.))`` with /// ``logmat(.)`` being the matrix logarithm and ``vee(.)`` the vee-operator /// of Sim(3). /// SOPHUS_FUNC Tangent log() const { // The derivation of the closed-form Sim(3) logarithm for is done // analogously to the closed-form solution of the SE(3) logarithm, see // J. Gallier, D. Xu, "Computing exponentials of skew symmetric matrices // and logarithms of orthogonal matrices", IJRA 2002. // https:///pdfs.semanticscholar.org/cfe3/e4b39de63c8cabd89bf3feff7f5449fc981d.pdf // (Sec. 6., pp. 8) Tangent res; auto omega_sigma_and_theta = rxso3().logAndTheta(); Vector3<Scalar> const omega = omega_sigma_and_theta.tangent.template head<3>(); Scalar sigma = omega_sigma_and_theta.tangent[3]; Matrix3<Scalar> const Omega = SO3<Scalar>::hat(omega); Matrix3<Scalar> const W_inv = details::calcWInv<Scalar, 3>( Omega, omega_sigma_and_theta.theta, sigma, scale()); res.segment(0, 3) = W_inv * translation(); res.segment(3, 3) = omega; res[6] = sigma; return res; } /// Returns 4x4 matrix representation of the instance. /// /// It has the following form: /// /// | s*R t | /// | o 1 | /// /// where ``R`` is a 3x3 rotation matrix, ``s`` a scale factor, ``t`` a /// translation 3-vector and ``o`` a 3-column vector of zeros. /// SOPHUS_FUNC Transformation matrix() const { Transformation homogenious_matrix; homogenious_matrix.template topLeftCorner<3, 4>() = matrix3x4(); homogenious_matrix.row(3) = Matrix<Scalar, 4, 1>(Scalar(0), Scalar(0), Scalar(0), Scalar(1)); return homogenious_matrix; } /// Returns the significant first three rows of the matrix above. /// SOPHUS_FUNC Matrix<Scalar, 3, 4> matrix3x4() const { Matrix<Scalar, 3, 4> matrix; matrix.template topLeftCorner<3, 3>() = rxso3().matrix(); matrix.col(3) = translation(); return matrix; } /// Assignment operator. /// SOPHUS_FUNC Sim3Base& operator=(Sim3Base const& other) = default; /// Assignment-like operator from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC Sim3Base<Derived>& operator=( Sim3Base<OtherDerived> const& other) { rxso3() = other.rxso3(); translation() = other.translation(); return *this; } /// Group multiplication, which is rotation plus scaling concatenation. /// /// Note: That scaling is calculated with saturation. See RxSO3 for /// details. /// template <typename OtherDerived> SOPHUS_FUNC Sim3Product<OtherDerived> operator*( Sim3Base<OtherDerived> const& other) const { return Sim3Product<OtherDerived>( rxso3() * other.rxso3(), translation() + rxso3() * other.translation()); } /// Group action on 3-points. /// /// This function rotates, scales and translates a three dimensional point /// ``p`` by the Sim(3) element ``(bar_sR_foo, t_bar)`` (= similarity /// transformation): /// /// ``p_bar = bar_sR_foo * p_foo + t_bar``. /// template <typename PointDerived, typename = typename std::enable_if< IsFixedSizeVector<PointDerived, 3>::value>::type> SOPHUS_FUNC PointProduct<PointDerived> operator*( Eigen::MatrixBase<PointDerived> const& p) const { return rxso3() * p + translation(); } /// Group action on homogeneous 3-points. See above for more details. /// template <typename HPointDerived, typename = typename std::enable_if< IsFixedSizeVector<HPointDerived, 4>::value>::type> SOPHUS_FUNC HomogeneousPointProduct<HPointDerived> operator*( Eigen::MatrixBase<HPointDerived> const& p) const { const PointProduct<HPointDerived> tp = rxso3() * p.template head<3>() + p(3) * translation(); return HomogeneousPointProduct<HPointDerived>(tp(0), tp(1), tp(2), p(3)); } /// Group action on lines. /// /// This function rotates, scales and translates a parametrized line /// ``l(t) = o + t * d`` by the Sim(3) element: /// /// Origin ``o`` is rotated, scaled and translated /// Direction ``d`` is rotated /// SOPHUS_FUNC Line operator*(Line const& l) const { Line rotatedLine = rxso3() * l; return Line(rotatedLine.origin() + translation(), rotatedLine.direction()); } /// In-place group multiplication. This method is only valid if the return /// type of the multiplication is compatible with this SO3's Scalar type. /// template <typename OtherDerived, typename = typename std::enable_if< std::is_same<Scalar, ReturnScalar<OtherDerived>>::value>::type> SOPHUS_FUNC Sim3Base<Derived>& operator*=( Sim3Base<OtherDerived> const& other) { *static_cast<Derived*>(this) = *this * other; return *this; } /// Returns internal parameters of Sim(3). /// /// It returns (q.imag[0], q.imag[1], q.imag[2], q.real, t[0], t[1], t[2]), /// with q being the quaternion, t the translation 3-vector. /// SOPHUS_FUNC Sophus::Vector<Scalar, num_parameters> params() const { Sophus::Vector<Scalar, num_parameters> p; p << rxso3().params(), translation(); return p; } /// Setter of non-zero quaternion. /// /// Precondition: ``quat`` must not be close to zero. /// SOPHUS_FUNC void setQuaternion(Eigen::Quaternion<Scalar> const& quat) { rxso3().setQuaternion(quat); } /// Accessor of quaternion. /// SOPHUS_FUNC QuaternionType const& quaternion() const { return rxso3().quaternion(); } /// Returns Rotation matrix /// SOPHUS_FUNC Matrix3<Scalar> rotationMatrix() const { return rxso3().rotationMatrix(); } /// Mutator of SO3 group. /// SOPHUS_FUNC RxSO3Type& rxso3() { return static_cast<Derived*>(this)->rxso3(); } /// Accessor of SO3 group. /// SOPHUS_FUNC RxSO3Type const& rxso3() const { return static_cast<Derived const*>(this)->rxso3(); } /// Returns scale. /// SOPHUS_FUNC Scalar scale() const { return rxso3().scale(); } /// Setter of quaternion using rotation matrix ``R``, leaves scale as is. /// SOPHUS_FUNC void setRotationMatrix(Matrix3<Scalar>& R) { rxso3().setRotationMatrix(R); } /// Sets scale and leaves rotation as is. /// /// Note: This function as a significant computational cost, since it has to /// call the square root twice. /// SOPHUS_FUNC void setScale(Scalar const& scale) { rxso3().setScale(scale); } /// Setter of quaternion using scaled rotation matrix ``sR``. /// /// Precondition: The 3x3 matrix must be "scaled orthogonal" /// and have a positive determinant. /// SOPHUS_FUNC void setScaledRotationMatrix(Matrix3<Scalar> const& sR) { rxso3().setScaledRotationMatrix(sR); } /// Mutator of translation vector /// SOPHUS_FUNC TranslationType& translation() { return static_cast<Derived*>(this)->translation(); } /// Accessor of translation vector /// SOPHUS_FUNC TranslationType const& translation() const { return static_cast<Derived const*>(this)->translation(); } }; /// Sim3 using default storage; derived from Sim3Base. template <class Scalar_, int Options> class Sim3 : public Sim3Base<Sim3<Scalar_, Options>> { public: using Base = Sim3Base<Sim3<Scalar_, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using RxSo3Member = RxSO3<Scalar, Options>; using TranslationMember = Vector3<Scalar, Options>; EIGEN_MAKE_ALIGNED_OPERATOR_NEW /// Default constructor initializes similarity transform to the identity. /// SOPHUS_FUNC Sim3(); /// Copy constructor /// SOPHUS_FUNC Sim3(Sim3 const& other) = default; /// Copy-like constructor from OtherDerived. /// template <class OtherDerived> SOPHUS_FUNC Sim3(Sim3Base<OtherDerived> const& other) : rxso3_(other.rxso3()), translation_(other.translation()) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from RxSO3 and translation vector /// template <class OtherDerived, class D> SOPHUS_FUNC Sim3(RxSO3Base<OtherDerived> const& rxso3, Eigen::MatrixBase<D> const& translation) : rxso3_(rxso3), translation_(translation) { static_assert(std::is_same<typename OtherDerived::Scalar, Scalar>::value, "must be same Scalar type"); static_assert(std::is_same<typename D::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from quaternion and translation vector. /// /// Precondition: quaternion must not be close to zero. /// template <class D1, class D2> SOPHUS_FUNC Sim3(Eigen::QuaternionBase<D1> const& quaternion, Eigen::MatrixBase<D2> const& translation) : rxso3_(quaternion), translation_(translation) { static_assert(std::is_same<typename D1::Scalar, Scalar>::value, "must be same Scalar type"); static_assert(std::is_same<typename D2::Scalar, Scalar>::value, "must be same Scalar type"); } /// Constructor from 4x4 matrix /// /// Precondition: Top-left 3x3 matrix needs to be "scaled-orthogonal" with /// positive determinant. The last row must be ``(0, 0, 0, 1)``. /// SOPHUS_FUNC explicit Sim3(Matrix<Scalar, 4, 4> const& T) : rxso3_(T.template topLeftCorner<3, 3>()), translation_(T.template block<3, 1>(0, 3)) {} /// This provides unsafe read/write access to internal data. Sim(3) is /// represented by an Eigen::Quaternion (four parameters) and a 3-vector. When /// using direct write access, the user needs to take care of that the /// quaternion is not set close to zero. /// SOPHUS_FUNC Scalar* data() { // rxso3_ and translation_ are laid out sequentially with no padding return rxso3_.data(); } /// Const version of data() above. /// SOPHUS_FUNC Scalar const* data() const { // rxso3_ and translation_ are laid out sequentially with no padding return rxso3_.data(); } /// Accessor of RxSO3 /// SOPHUS_FUNC RxSo3Member& rxso3() { return rxso3_; } /// Mutator of RxSO3 /// SOPHUS_FUNC RxSo3Member const& rxso3() const { return rxso3_; } /// Mutator of translation vector /// SOPHUS_FUNC TranslationMember& translation() { return translation_; } /// Accessor of translation vector /// SOPHUS_FUNC TranslationMember const& translation() const { return translation_; } /// Returns derivative of exp(x).matrix() wrt. ``x_i at x=0``. /// SOPHUS_FUNC static Transformation Dxi_exp_x_matrix_at_0(int i) { return generator(i); } /// Group exponential /// /// This functions takes in an element of tangent space and returns the /// corresponding element of the group Sim(3). /// /// The first three components of ``a`` represent the translational part /// ``upsilon`` in the tangent space of Sim(3), the following three components /// of ``a`` represents the rotation vector ``omega`` and the final component /// represents the logarithm of the scaling factor ``sigma``. /// To be more specific, this function computes ``expmat(hat(a))`` with /// ``expmat(.)`` being the matrix exponential and ``hat(.)`` the hat-operator /// of Sim(3), see below. /// SOPHUS_FUNC static Sim3<Scalar> exp(Tangent const& a) { // For the derivation of the exponential map of Sim(3) see // H. Strasdat, "Local Accuracy and Global Consistency for Efficient Visual // SLAM", PhD thesis, 2012. // http:///hauke.strasdat.net/files/strasdat_thesis_2012.pdf (A.5, pp. 186) Vector3<Scalar> const upsilon = a.segment(0, 3); Vector3<Scalar> const omega = a.segment(3, 3); Scalar const sigma = a[6]; Scalar theta; RxSO3<Scalar> rxso3 = RxSO3<Scalar>::expAndTheta(a.template tail<4>(), &theta); Matrix3<Scalar> const Omega = SO3<Scalar>::hat(omega); Matrix3<Scalar> const W = details::calcW<Scalar, 3>(Omega, theta, sigma); return Sim3<Scalar>(rxso3, W * upsilon); } /// Returns the ith infinitesimal generators of Sim(3). /// /// The infinitesimal generators of Sim(3) are: /// /// ``` /// | 0 0 0 1 | /// G_0 = | 0 0 0 0 | /// | 0 0 0 0 | /// | 0 0 0 0 | /// /// | 0 0 0 0 | /// G_1 = | 0 0 0 1 | /// | 0 0 0 0 | /// | 0 0 0 0 | /// /// | 0 0 0 0 | /// G_2 = | 0 0 0 0 | /// | 0 0 0 1 | /// | 0 0 0 0 | /// /// | 0 0 0 0 | /// G_3 = | 0 0 -1 0 | /// | 0 1 0 0 | /// | 0 0 0 0 | /// /// | 0 0 1 0 | /// G_4 = | 0 0 0 0 | /// | -1 0 0 0 | /// | 0 0 0 0 | /// /// | 0 -1 0 0 | /// G_5 = | 1 0 0 0 | /// | 0 0 0 0 | /// | 0 0 0 0 | /// /// | 1 0 0 0 | /// G_6 = | 0 1 0 0 | /// | 0 0 1 0 | /// | 0 0 0 0 | /// ``` /// /// Precondition: ``i`` must be in [0, 6]. /// SOPHUS_FUNC static Transformation generator(int i) { SOPHUS_ENSURE(i >= 0 || i <= 6, "i should be in range [0,6]."); Tangent e; e.setZero(); e[i] = Scalar(1); return hat(e); } /// hat-operator /// /// It takes in the 7-vector representation and returns the corresponding /// matrix representation of Lie algebra element. /// /// Formally, the hat()-operator of Sim(3) is defined as /// /// ``hat(.): R^7 -> R^{4x4}, hat(a) = sum_i a_i * G_i`` (for i=0,...,6) /// /// with ``G_i`` being the ith infinitesimal generator of Sim(3). /// /// The corresponding inverse is the vee()-operator, see below. /// SOPHUS_FUNC static Transformation hat(Tangent const& a) { Transformation Omega; Omega.template topLeftCorner<3, 3>() = RxSO3<Scalar>::hat(a.template tail<4>()); Omega.col(3).template head<3>() = a.template head<3>(); Omega.row(3).setZero(); return Omega; } /// Lie bracket /// /// It computes the Lie bracket of Sim(3). To be more specific, it computes /// /// ``[omega_1, omega_2]_sim3 := vee([hat(omega_1), hat(omega_2)])`` /// /// with ``[A,B] := AB-BA`` being the matrix commutator, ``hat(.)`` the /// hat()-operator and ``vee(.)`` the vee()-operator of Sim(3). /// SOPHUS_FUNC static Tangent lieBracket(Tangent const& a, Tangent const& b) { Vector3<Scalar> const upsilon1 = a.template head<3>(); Vector3<Scalar> const upsilon2 = b.template head<3>(); Vector3<Scalar> const omega1 = a.template segment<3>(3); Vector3<Scalar> const omega2 = b.template segment<3>(3); Scalar sigma1 = a[6]; Scalar sigma2 = b[6]; Tangent res; res.template head<3>() = SO3<Scalar>::hat(omega1) * upsilon2 + SO3<Scalar>::hat(upsilon1) * omega2 + sigma1 * upsilon2 - sigma2 * upsilon1; res.template segment<3>(3) = omega1.cross(omega2); res[6] = Scalar(0); return res; } /// Draw uniform sample from Sim(3) manifold. /// /// Translations are drawn component-wise from the range [-1, 1]. /// The scale factor is drawn uniformly in log2-space from [-1, 1], /// hence the scale is in [0.5, 2]. /// template <class UniformRandomBitGenerator> static Sim3 sampleUniform(UniformRandomBitGenerator& generator) { std::uniform_real_distribution<Scalar> uniform(Scalar(-1), Scalar(1)); return Sim3(RxSO3<Scalar>::sampleUniform(generator), Vector3<Scalar>(uniform(generator), uniform(generator), uniform(generator))); } /// vee-operator /// /// It takes the 4x4-matrix representation ``Omega`` and maps it to the /// corresponding 7-vector representation of Lie algebra. /// /// This is the inverse of the hat()-operator, see above. /// /// Precondition: ``Omega`` must have the following structure: /// /// | g -f e a | /// | f g -d b | /// | -e d g c | /// | 0 0 0 0 | /// SOPHUS_FUNC static Tangent vee(Transformation const& Omega) { Tangent upsilon_omega_sigma; upsilon_omega_sigma.template head<3>() = Omega.col(3).template head<3>(); upsilon_omega_sigma.template tail<4>() = RxSO3<Scalar>::vee(Omega.template topLeftCorner<3, 3>()); return upsilon_omega_sigma; } protected: RxSo3Member rxso3_; TranslationMember translation_; }; template <class Scalar, int Options> Sim3<Scalar, Options>::Sim3() : translation_(TranslationMember::Zero()) { static_assert(std::is_standard_layout<Sim3>::value, "Assume standard layout for the use of offsetof check below."); static_assert( offsetof(Sim3, rxso3_) + sizeof(Scalar) * RxSO3<Scalar>::num_parameters == offsetof(Sim3, translation_), "This class assumes packed storage and hence will only work " "correctly depending on the compiler (options) - in " "particular when using [this->data(), this-data() + " "num_parameters] to access the raw data in a contiguous fashion."); } } // namespace Sophus namespace Eigen { /// Specialization of Eigen::Map for ``Sim3``; derived from Sim3Base. /// /// Allows us to wrap Sim3 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::Sim3<Scalar_>, Options> : public Sophus::Sim3Base<Map<Sophus::Sim3<Scalar_>, Options>> { public: using Base = Sophus::Sim3Base<Map<Sophus::Sim3<Scalar_>, Options>>; using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; // LCOV_EXCL_START SOPHUS_INHERIT_ASSIGNMENT_OPERATORS(Map); // LCOV_EXCL_STOP using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar* coeffs) : rxso3_(coeffs), translation_(coeffs + Sophus::RxSO3<Scalar>::num_parameters) {} /// Mutator of RxSO3 /// SOPHUS_FUNC Map<Sophus::RxSO3<Scalar>, Options>& rxso3() { return rxso3_; } /// Accessor of RxSO3 /// SOPHUS_FUNC Map<Sophus::RxSO3<Scalar>, Options> const& rxso3() const { return rxso3_; } /// Mutator of translation vector /// SOPHUS_FUNC Map<Sophus::Vector3<Scalar>, Options>& translation() { return translation_; } /// Accessor of translation vector SOPHUS_FUNC Map<Sophus::Vector3<Scalar>, Options> const& translation() const { return translation_; } protected: Map<Sophus::RxSO3<Scalar>, Options> rxso3_; Map<Sophus::Vector3<Scalar>, Options> translation_; }; /// Specialization of Eigen::Map for ``Sim3 const``; derived from Sim3Base. /// /// Allows us to wrap RxSO3 objects around POD array. template <class Scalar_, int Options> class Map<Sophus::Sim3<Scalar_> const, Options> : public Sophus::Sim3Base<Map<Sophus::Sim3<Scalar_> const, Options>> { using Base = Sophus::Sim3Base<Map<Sophus::Sim3<Scalar_> const, Options>>; public: using Scalar = Scalar_; using Transformation = typename Base::Transformation; using Point = typename Base::Point; using HomogeneousPoint = typename Base::HomogeneousPoint; using Tangent = typename Base::Tangent; using Adjoint = typename Base::Adjoint; using Base::operator*=; using Base::operator*; SOPHUS_FUNC Map(Scalar const* coeffs) : rxso3_(coeffs), translation_(coeffs + Sophus::RxSO3<Scalar>::num_parameters) {} /// Accessor of RxSO3 /// SOPHUS_FUNC Map<Sophus::RxSO3<Scalar> const, Options> const& rxso3() const { return rxso3_; } /// Accessor of translation vector /// SOPHUS_FUNC Map<Sophus::Vector3<Scalar> const, Options> const& translation() const { return translation_; } protected: Map<Sophus::RxSO3<Scalar> const, Options> const rxso3_; Map<Sophus::Vector3<Scalar> const, Options> const translation_; }; } // namespace Eigen #endif
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imstb_textedit.h
.h
54,933
1,448
// [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) // Grep for [DEAR IMGUI] to find the changes. // 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 STB_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) supress 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) // 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 // // 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) // // 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 wante before including. // // // 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_STB_TEXTEDIT_H #define INCLUDE_STB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////// // // STB_TexteditState // // Definition of STB_TexteditState which you should store // per-textfield; it includes cursor position, selection state, // and undo state. // #ifndef STB_TEXTEDIT_UNDOSTATECOUNT #define STB_TEXTEDIT_UNDOSTATECOUNT 99 #endif #ifndef STB_TEXTEDIT_UNDOCHARCOUNT #define STB_TEXTEDIT_UNDOCHARCOUNT 999 #endif #ifndef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_CHARTYPE int #endif #ifndef STB_TEXTEDIT_POSITIONTYPE #define STB_TEXTEDIT_POSITIONTYPE int #endif typedef struct { // private data STB_TEXTEDIT_POSITIONTYPE where; STB_TEXTEDIT_POSITIONTYPE insert_length; STB_TEXTEDIT_POSITIONTYPE delete_length; int char_storage; } StbUndoRecord; typedef struct { // private data StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; short undo_point, redo_point; int undo_char_point, redo_char_point; } StbUndoState; typedef struct { ///////////////////// // // 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_STB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //// //// Implementation mode //// //// // implementation isn't include-guarded, since it might have indirectly // included just the "header" portion #ifdef STB_TEXTEDIT_IMPLEMENTATION #ifndef STB_TEXTEDIT_memmove #include <string.h> #define STB_TEXTEDIT_memmove memmove #endif ///////////////////////////////////////////////////////////////////////////// // // Mouse input handling // // traverse the layout to locate the nearest character to a display position static int stb_text_locate_coord(STB_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) { float w = STB_TEXTEDIT_GETWIDTH(str, i, k); if (x < prev_x+w) { if (x < prev_x+w/2) return k+i; else return k+i+1; } 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(STB_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(STB_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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); static void stb_text_makeundo_delete(STB_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(STB_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, STB_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) { // if it's at the end, then find the last line -- simpler than trying to // explicitly handle this case in the regular code if (single_line) { 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; } else { find->y = 0; find->x = 0; find->height = 1; while (i < z) { STB_TEXTEDIT_LAYOUTROW(&r, str, i); prev_start = i; i += r.num_chars; } find->first_char = i; find->length = 0; find->prev_first = prev_start; } 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; prev_start = i; i += r.num_chars; find->y += r.baseline_y_delta; } 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) 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(STB_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(STB_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(STB_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(STB_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( STB_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( STB_TEXTEDIT_STRING *str, int c ) { --c; // always move at least one character while( c >= 0 && !is_word_boundary( str, c ) ) --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( STB_TEXTEDIT_STRING *str, int c ) { const int len = STB_TEXTEDIT_STRINGLEN(str); ++c; // always move at least one character while( c < len && !is_word_boundary( str, c ) ) ++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(STB_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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_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 a keyboard input static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: switch (key) { default: { int c = STB_TEXTEDIT_KEYTOTEXT(key); if (c > 0) { STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; // can't add newline in single-line mode if (c == '\n' && state->single_line) break; 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, &ch, 1)) { ++state->cursor; state->has_preferred_x = 0; } } else { stb_textedit_delete_selection(str,state); // implicitly clamps if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { stb_text_makeundo_insert(state, state->cursor, 1); ++state->cursor; state->has_preferred_x = 0; } } } 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; 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; 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; 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; 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; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; if (x > goal_x) break; ++state->cursor; } 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; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; if (x > goal_x) break; ++state->cursor; } 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 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) --prev_scan; 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, 1); } 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) { stb_textedit_delete(str, state, state->cursor-1, 1); --state->cursor; } } 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; 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; 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; 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; 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 = STB_TEXTEDIT_UNDOSTATECOUNT; state->redo_char_point = STB_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; STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_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; STB_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 = STB_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; STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_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)((STB_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); STB_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 == STB_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 > STB_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 > STB_TEXTEDIT_UNDOCHARCOUNT) stb_textedit_discard_undo(state); return &state->undo_rec[state->undo_point++]; } static STB_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 = (STB_TEXTEDIT_POSITIONTYPE) insert_len; r->delete_length = (STB_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(STB_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 >= STB_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 == STB_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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord *u, r; if (s->redo_point == STB_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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) { int i; STB_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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) { int i; STB_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 = STB_TEXTEDIT_UNDOSTATECOUNT; state->undostate.redo_char_point = STB_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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) { return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic pop #endif #endif//STB_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. ------------------------------------------------------------------------------ */
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_metal.h
.h
3,190
66
// dear imgui: Renderer Backend for Metal // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" // IMGUI_IMPL_API //----------------------------------------------------------------------------- // ObjC API //----------------------------------------------------------------------------- #ifdef __OBJC__ @class MTLRenderPassDescriptor; @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder); // Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); #endif //----------------------------------------------------------------------------- // C++ API //----------------------------------------------------------------------------- // Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file // More info about using Metal from C++: https://developer.apple.com/metal/cpp/ #ifdef IMGUI_IMPL_METAL_CPP #include <Metal/Metal.hpp> #ifndef __OBJC__ IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, MTL::CommandBuffer* commandBuffer, MTL::RenderCommandEncoder* commandEncoder); // Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); #endif #endif
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_opengl2.cpp
.cpp
16,786
326
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in imgui_impl_opengl3.cpp** // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might // confuse your GPU driver. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. // 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. // 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. // 2017-09-01: OpenGL: Save and restore current polygon mode. // 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. #include "imgui.h" #include "imgui_impl_opengl2.h" #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include <stddef.h> // intptr_t #else #include <stdint.h> // intptr_t #endif // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling #if defined(_WIN32) && !defined(APIENTRY) #define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. #endif #if defined(_WIN32) && !defined(WINGDIAPI) #define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this #endif #if defined(__APPLE__) #define GL_SILENCE_DEPRECATION #include <OpenGL/gl.h> #else #include <GL/gl.h> #endif struct ImGui_ImplOpenGL2_Data { GLuint FontTexture; ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Forward Declarations static void ImGui_ImplOpenGL2_InitPlatformInterface(); static void ImGui_ImplOpenGL2_ShutdownPlatformInterface(); // Functions bool ImGui_ImplOpenGL2_Init() { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl2"; io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL2_InitPlatformInterface(); return true; } void ImGui_ImplOpenGL2_Shutdown() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL2_ShutdownPlatformInterface(); ImGui_ImplOpenGL2_DestroyDeviceObjects(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplOpenGL2_NewFrame() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?"); if (!bd->FontTexture) ImGui_ImplOpenGL2_CreateDeviceObjects(); } static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) { // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); glEnable(GL_SCISSOR_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glEnable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glShadeModel(GL_SMOOTH); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. // (DO NOT MODIFY THIS FILE! Add the code in your calling function) // GLint last_program; // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); // glUseProgram(0); // ImGui_ImplOpenGL2_RenderDrawData(...); // glUseProgram(last_program) // There are potentially many more states you could need to clear/setup that we can't access from default headers. // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); } // OpenGL2 Render function. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // This is in order to be able to run within an OpenGL engine that doesn't do so. void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width == 0 || fb_height == 0) return; // Backup GL state GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); // Setup desired GL state ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); } } } // Restore modified GL state glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glShadeModel(last_shade_model); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); } bool ImGui_ImplOpenGL2_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &bd->FontTexture); glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGui_ImplOpenGL2_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); if (bd->FontTexture) { glDeleteTextures(1, &bd->FontTexture); io.Fonts->SetTexID(0); bd->FontTexture = 0; } } bool ImGui_ImplOpenGL2_CreateDeviceObjects() { return ImGui_ImplOpenGL2_CreateFontsTexture(); } void ImGui_ImplOpenGL2_DestroyDeviceObjects() { ImGui_ImplOpenGL2_DestroyFontsTexture(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) { if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) { ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); } ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); } static void ImGui_ImplOpenGL2_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; } static void ImGui_ImplOpenGL2_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_glfw.cpp
.cpp
61,167
1,169
// dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Issues: // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. // 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. // 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). // 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). // 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. // 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" #include "imgui_impl_glfw.h" // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #endif // GLFW #include <GLFW/glfw3.h> #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 #include <GLFW/glfw3native.h> // for glfwGetWin32Window() #endif #ifdef __APPLE__ #define GLFW_EXPOSE_NATIVE_COCOA #include <GLFW/glfw3native.h> // for glfwGetCocoaWindow() #endif #define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING #define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED #define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity #define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale #define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface #define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow #define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW #define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea #define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 #ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? #define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #else #define GLFW_HAS_NEW_CURSORS (0) #endif #ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) #define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH #else #define GLFW_HAS_MOUSE_PASSTHROUGH (0) #endif #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api #define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() // GLFW data enum GlfwClientApi { GlfwClientApi_Unknown, GlfwClientApi_OpenGL, GlfwClientApi_Vulkan }; struct ImGui_ImplGlfw_Data { GLFWwindow* Window; GlfwClientApi ClientApi; double Time; GLFWwindow* MouseWindow; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; ImVec2 LastValidMousePos; GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; bool InstalledCallbacks; bool WantUpdateMonitors; #ifdef _WIN32 WNDPROC GlfwWndProc; #endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. GLFWwindowfocusfun PrevUserCallbackWindowFocus; GLFWcursorposfun PrevUserCallbackCursorPos; GLFWcursorenterfun PrevUserCallbackCursorEnter; GLFWmousebuttonfun PrevUserCallbackMousebutton; GLFWscrollfun PrevUserCallbackScroll; GLFWkeyfun PrevUserCallbackKey; GLFWcharfun PrevUserCallbackChar; GLFWmonitorfun PrevUserCallbackMonitor; ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. // - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks // (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. // - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } // Forward Declarations static void ImGui_ImplGlfw_UpdateMonitors(); static void ImGui_ImplGlfw_InitPlatformInterface(); static void ImGui_ImplGlfw_ShutdownPlatformInterface(); // Functions static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) { return glfwGetClipboardString((GLFWwindow*)user_data); } static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) { glfwSetClipboardString((GLFWwindow*)user_data, text); } static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) { switch (key) { case GLFW_KEY_TAB: return ImGuiKey_Tab; case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; case GLFW_KEY_UP: return ImGuiKey_UpArrow; case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; case GLFW_KEY_HOME: return ImGuiKey_Home; case GLFW_KEY_END: return ImGuiKey_End; case GLFW_KEY_INSERT: return ImGuiKey_Insert; case GLFW_KEY_DELETE: return ImGuiKey_Delete; case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; case GLFW_KEY_SPACE: return ImGuiKey_Space; case GLFW_KEY_ENTER: return ImGuiKey_Enter; case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; case GLFW_KEY_COMMA: return ImGuiKey_Comma; case GLFW_KEY_MINUS: return ImGuiKey_Minus; case GLFW_KEY_PERIOD: return ImGuiKey_Period; case GLFW_KEY_SLASH: return ImGuiKey_Slash; case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; case GLFW_KEY_EQUAL: return ImGuiKey_Equal; case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; case GLFW_KEY_PAUSE: return ImGuiKey_Pause; case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; case GLFW_KEY_MENU: return ImGuiKey_Menu; case GLFW_KEY_0: return ImGuiKey_0; case GLFW_KEY_1: return ImGuiKey_1; case GLFW_KEY_2: return ImGuiKey_2; case GLFW_KEY_3: return ImGuiKey_3; case GLFW_KEY_4: return ImGuiKey_4; case GLFW_KEY_5: return ImGuiKey_5; case GLFW_KEY_6: return ImGuiKey_6; case GLFW_KEY_7: return ImGuiKey_7; case GLFW_KEY_8: return ImGuiKey_8; case GLFW_KEY_9: return ImGuiKey_9; case GLFW_KEY_A: return ImGuiKey_A; case GLFW_KEY_B: return ImGuiKey_B; case GLFW_KEY_C: return ImGuiKey_C; case GLFW_KEY_D: return ImGuiKey_D; case GLFW_KEY_E: return ImGuiKey_E; case GLFW_KEY_F: return ImGuiKey_F; case GLFW_KEY_G: return ImGuiKey_G; case GLFW_KEY_H: return ImGuiKey_H; case GLFW_KEY_I: return ImGuiKey_I; case GLFW_KEY_J: return ImGuiKey_J; case GLFW_KEY_K: return ImGuiKey_K; case GLFW_KEY_L: return ImGuiKey_L; case GLFW_KEY_M: return ImGuiKey_M; case GLFW_KEY_N: return ImGuiKey_N; case GLFW_KEY_O: return ImGuiKey_O; case GLFW_KEY_P: return ImGuiKey_P; case GLFW_KEY_Q: return ImGuiKey_Q; case GLFW_KEY_R: return ImGuiKey_R; case GLFW_KEY_S: return ImGuiKey_S; case GLFW_KEY_T: return ImGuiKey_T; case GLFW_KEY_U: return ImGuiKey_U; case GLFW_KEY_V: return ImGuiKey_V; case GLFW_KEY_W: return ImGuiKey_W; case GLFW_KEY_X: return ImGuiKey_X; case GLFW_KEY_Y: return ImGuiKey_Y; case GLFW_KEY_Z: return ImGuiKey_Z; case GLFW_KEY_F1: return ImGuiKey_F1; case GLFW_KEY_F2: return ImGuiKey_F2; case GLFW_KEY_F3: return ImGuiKey_F3; case GLFW_KEY_F4: return ImGuiKey_F4; case GLFW_KEY_F5: return ImGuiKey_F5; case GLFW_KEY_F6: return ImGuiKey_F6; case GLFW_KEY_F7: return ImGuiKey_F7; case GLFW_KEY_F8: return ImGuiKey_F8; case GLFW_KEY_F9: return ImGuiKey_F9; case GLFW_KEY_F10: return ImGuiKey_F10; case GLFW_KEY_F11: return ImGuiKey_F11; case GLFW_KEY_F12: return ImGuiKey_F12; default: return ImGuiKey_None; } } static int ImGui_ImplGlfw_KeyToModifier(int key) { if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL) return GLFW_MOD_CONTROL; if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT) return GLFW_MOD_SHIFT; if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) return GLFW_MOD_ALT; if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER) return GLFW_MOD_SUPER; return 0; } static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) { ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0); io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0); } void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) bd->PrevUserCallbackMousebutton(window, button, action, mods); ImGui_ImplGlfw_UpdateKeyModifiers(mods); ImGuiIO& io = ImGui::GetIO(); if (button >= 0 && button < ImGuiMouseButton_COUNT) io.AddMouseButtonEvent(button, action == GLFW_PRESS); } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) bd->PrevUserCallbackScroll(window, xoffset, yoffset); ImGuiIO& io = ImGui::GetIO(); io.AddMouseWheelEvent((float)xoffset, (float)yoffset); } static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) { #if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__) // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) // See https://github.com/glfw/glfw/issues/1502 for details. // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). // This won't cover edge cases but this is at least going to cover common cases. if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) return key; const char* key_name = glfwGetKeyName(key, scancode); if (key_name && key_name[0] != 0 && key_name[1] == 0) { const char char_names[] = "`-=[]\\,;\'./"; const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } } // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); #else IM_UNUSED(scancode); #endif return key; } void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackKey != NULL && window == bd->Window) bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); if (action != GLFW_PRESS && action != GLFW_RELEASE) return; // Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630 if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode)) mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod); ImGui_ImplGlfw_UpdateKeyModifiers(mods); if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL; keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); ImGuiIO& io = ImGui::GetIO(); ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) } void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) bd->PrevUserCallbackWindowFocus(window, focused); ImGuiIO& io = ImGui::GetIO(); io.AddFocusEvent(focused != 0); } void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window) bd->PrevUserCallbackCursorPos(window, x, y); ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { int window_x, window_y; glfwGetWindowPos(window, &window_x, &window_y); x += window_x; y += window_y; } io.AddMousePosEvent((float)x, (float)y); bd->LastValidMousePos = ImVec2((float)x, (float)y); } // Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, // so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) bd->PrevUserCallbackCursorEnter(window, entered); ImGuiIO& io = ImGui::GetIO(); if (entered) { bd->MouseWindow = window; io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); } else if (!entered && bd->MouseWindow == window) { bd->LastValidMousePos = io.MousePos; bd->MouseWindow = NULL; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } } void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (bd->PrevUserCallbackChar != NULL && window == bd->Window) bd->PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); io.AddInputCharacter(c); } void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); bd->WantUpdateMonitors = true; } void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); IM_ASSERT(bd->Window == window); bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); bd->InstalledCallbacks = true; } void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); IM_ASSERT(bd->Window == window); glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); glfwSetKeyCallback(window, bd->PrevUserCallbackKey); glfwSetCharCallback(window, bd->PrevUserCallbackChar); glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); bd->InstalledCallbacks = false; bd->PrevUserCallbackWindowFocus = NULL; bd->PrevUserCallbackCursorEnter = NULL; bd->PrevUserCallbackCursorPos = NULL; bd->PrevUserCallbackMousebutton = NULL; bd->PrevUserCallbackScroll = NULL; bd->PrevUserCallbackKey = NULL; bd->PrevUserCallbackChar = NULL; bd->PrevUserCallbackMonitor = NULL; } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); // Setup backend capabilities flags ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_glfw"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) #endif bd->Window = window; bd->Time = 0.0; bd->WantUpdateMonitors = true; io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.ClipboardUserData = bd->Window; // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); #if GLFW_HAS_NEW_CURSORS bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); #else bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif glfwSetErrorCallback(prev_error_callback); // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) ImGui_ImplGlfw_UpdateMonitors(); glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)bd->Window; #ifdef _WIN32 main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); #elif defined(__APPLE__) main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); #endif if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplGlfw_InitPlatformInterface(); bd->ClientApi = client_api; return true; } bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) { return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); } bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) { return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); } bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) { return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); } void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_ShutdownPlatformInterface(); if (bd->InstalledCallbacks) ImGui_ImplGlfw_RestoreCallbacks(bd->Window); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); io.BackendPlatformName = NULL; io.BackendPlatformUserData = NULL; IM_DELETE(bd); } static void ImGui_ImplGlfw_UpdateMouseData() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiID mouse_viewport_id = 0; const ImVec2 mouse_pos_prev = io.MousePos; for (int n = 0; n < platform_io.Viewports.Size; n++) { ImGuiViewport* viewport = platform_io.Viewports[n]; GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; #ifdef __EMSCRIPTEN__ const bool is_window_focused = true; #else const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; #endif if (is_window_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) if (bd->MouseWindow == NULL) { double mouse_x, mouse_y; glfwGetCursorPos(window, &mouse_x, &mouse_y); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) int window_x, window_y; glfwGetWindowPos(window, &window_x, &window_y); mouse_x += window_x; mouse_y += window_y; } bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag. // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported // by the backend, and use its flawed heuristic to guess the viewport behind. // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. #if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; #if GLFW_HAS_MOUSE_PASSTHROUGH glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); #endif if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) mouse_viewport_id = viewport->ID; #else // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. #endif } if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) io.AddMouseViewportEvent(mouse_viewport_id); } static void ImGui_ImplGlfw_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int n = 0; n < platform_io.Viewports.Size; n++) { GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); } else { // Show OS mouse cursor // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } } } // Update gamepad inputs static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; #if GLFW_HAS_GAMEPAD_API GLFWgamepadstate gamepad; if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) return; #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) #else int axes_count = 0, buttons_count = 0; const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); if (axes_count == 0 || buttons_count == 0) return; #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) #endif io.BackendFlags |= ImGuiBackendFlags_HasGamepad; MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); #undef MAP_BUTTON #undef MAP_ANALOG } static void ImGui_ImplGlfw_UpdateMonitors() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); int monitors_count = 0; GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); platform_io.Monitors.resize(0); for (int n = 0; n < monitors_count; n++) { ImGuiPlatformMonitor monitor; int x, y; glfwGetMonitorPos(glfw_monitors[n], &x, &y); const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); #if GLFW_HAS_MONITOR_WORK_AREA int w, h; glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 { monitor.WorkPos = ImVec2((float)x, (float)y); monitor.WorkSize = ImVec2((float)w, (float)h); } #endif #if GLFW_HAS_PER_MONITOR_DPI // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. float x_scale, y_scale; glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); monitor.DpiScale = x_scale; #endif platform_io.Monitors.push_back(monitor); } bd->WantUpdateMonitors = false; } void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; glfwGetWindowSize(bd->Window, &w, &h); glfwGetFramebufferSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); if (bd->WantUpdateMonitors) ImGui_ImplGlfw_UpdateMonitors(); // Setup time step double current_time = glfwGetTime(); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; ImGui_ImplGlfw_UpdateMouseData(); ImGui_ImplGlfw_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplGlfw_UpdateGamepads(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplGlfw_ViewportData { GLFWwindow* Window; bool WindowOwned; int IgnoreWindowPosEventFrame; int IgnoreWindowSizeEventFrame; ImGui_ImplGlfw_ViewportData() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); } }; static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) viewport->PlatformRequestClose = true; } // GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). // However: depending on the platform the callback may be invoked at different time: // - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call // - on Linux it is queued and invoked during glfwPollEvents() // Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only // ignore recent glfwSetWindowXXX() calls. static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) { if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); //data->IgnoreWindowPosEventFrame = -1; if (ignore_event) return; } viewport->PlatformRequestMove = true; } } static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) { if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); //data->IgnoreWindowSizeEventFrame = -1; if (ignore_event) return; } viewport->PlatformRequestResize = true; } } static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); viewport->PlatformUserData = vd; // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem glfwWindowHint(GLFW_VISIBLE, false); glfwWindowHint(GLFW_FOCUSED, false); #if GLFW_HAS_FOCUS_ON_SHOW glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); #endif glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); #if GLFW_HAS_WINDOW_TOPMOST glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); #endif GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL; vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); vd->WindowOwned = true; viewport->PlatformHandle = (void*)vd->Window; #ifdef _WIN32 viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); #elif defined(__APPLE__) viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); #endif glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); // Install GLFW callbacks for secondary viewports glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); if (bd->ClientApi == GlfwClientApi_OpenGL) { glfwMakeContextCurrent(vd->Window); glfwSwapInterval(0); } } static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) { if (vd->WindowOwned) { #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) HWND hwnd = (HWND)viewport->PlatformHandleRaw; ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); #endif // Release any keys that were pressed in the window being destroyed and are still held down, // because we will not receive any release events after window is destroyed. for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) if (bd->KeyOwnerWindows[i] == vd->Window) ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. glfwDestroyWindow(vd->Window); } vd->Window = NULL; IM_DELETE(vd); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); if (msg == WM_NCHITTEST) { // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); if (viewport->Flags & ImGuiViewportFlags_NoInputs) return HTTRANSPARENT; } return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam); } #endif static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; #if defined(_WIN32) // GLFW hack: Hide icon from task bar HWND hwnd = (HWND)viewport->PlatformHandleRaw; if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) { LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); ex_style &= ~WS_EX_APPWINDOW; ex_style |= WS_EX_TOOLWINDOW; ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); } // GLFW hack: install hook for WM_NCHITTEST message handler #if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); if (bd->GlfwWndProc == NULL) bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); #endif #if !GLFW_HAS_FOCUS_ON_SHOW // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. // See https://github.com/glfw/glfw/issues/1189 // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) { ::ShowWindow(hwnd, SW_SHOWNA); return; } #endif #endif glfwShowWindow(vd->Window); } static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; int x = 0, y = 0; glfwGetWindowPos(vd->Window, &x, &y); return ImVec2((float)x, (float)y); } static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; int w = 0, h = 0; glfwGetWindowSize(vd->Window, &w, &h); return ImVec2((float)w, (float)h); } static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; #if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based // on the upper-left corner. int x, y, width, height; glfwGetWindowPos(vd->Window, &x, &y); glfwGetWindowSize(vd->Window, &width, &height); glfwSetWindowPos(vd->Window, x, y - height + size.y); #endif vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); } static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; glfwSetWindowTitle(vd->Window, title); } static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) { #if GLFW_HAS_FOCUS_WINDOW ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; glfwFocusWindow(vd->Window); #else // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. (void)viewport; #endif } static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; } static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; } #if GLFW_HAS_WINDOW_ALPHA static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; glfwSetWindowOpacity(vd->Window, alpha); } #endif static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; if (bd->ClientApi == GlfwClientApi_OpenGL) glfwMakeContextCurrent(vd->Window); } static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; if (bd->ClientApi == GlfwClientApi_OpenGL) { glfwMakeContextCurrent(vd->Window); glfwSwapBuffers(vd->Window); } } //-------------------------------------------------------------------------------------------------------- // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) //-------------------------------------------------------------------------------------------------------- // Avoid including <vulkan.h> so we can build without it #if GLFW_HAS_VULKAN #ifndef VULKAN_H_ #define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; #if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; #else #define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; #endif VK_DEFINE_HANDLE(VkInstance) VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) struct VkAllocationCallbacks; enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; #endif // VULKAN_H_ extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; IM_UNUSED(bd); IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); return (int)err; } #endif // GLFW_HAS_VULKAN static void ImGui_ImplGlfw_InitPlatformInterface() { // Register platform interface (will be coupled with a renderer interface) ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; #if GLFW_HAS_WINDOW_ALPHA platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; #endif #if GLFW_HAS_VULKAN platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; #endif // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); vd->Window = bd->Window; vd->WindowOwned = false; main_viewport->PlatformUserData = vd; main_viewport->PlatformHandle = (void*)bd->Window; } static void ImGui_ImplGlfw_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } #if defined(__clang__) #pragma clang diagnostic pop #endif
C++
3D
hku-mars/ImMesh
src/tools/imgui/imstb_rectpack.h
.h
20,344
628
// [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 <stdlib.h> #define STBRP_SORT qsort #endif #ifndef STBRP_ASSERT #include <assert.h> #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. ------------------------------------------------------------------------------ */
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_wgpu.cpp
.cpp
32,065
720
// dear imgui: Renderer for WebGPU // This needs to be used along with a Platform Binding (e.g. GLFW) // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). // 2021-08-24: Fix for latest specs. // 2021-05-24: Add support for draw_data->FramebufferScale. // 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). // 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-01-28: Initial version. #include "imgui.h" #include "imgui_impl_wgpu.h" #include <limits.h> #include <webgpu/webgpu.h> #define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny))) #if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20) #error "Requires at least emscripten 2.0.20" #endif // Dear ImGui prototypes from imgui_internal.h extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); // WebGPU data static WGPUDevice g_wgpuDevice = NULL; static WGPUQueue g_defaultQueue = NULL; static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined; static WGPURenderPipeline g_pipelineState = NULL; struct RenderResources { WGPUTexture FontTexture; // Font texture WGPUTextureView FontTextureView; // Texture view for font texture WGPUSampler Sampler; // Sampler for the font texture WGPUBuffer Uniforms; // Shader uniforms WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM }; static RenderResources g_resources; struct FrameResources { WGPUBuffer IndexBuffer; WGPUBuffer VertexBuffer; ImDrawIdx* IndexBufferHost; ImDrawVert* VertexBufferHost; int IndexBufferSize; int VertexBufferSize; }; static FrameResources* g_pFrameResources = NULL; static unsigned int g_numFramesInFlight = 0; static unsigned int g_frameIndex = UINT_MAX; struct Uniforms { float MVP[4][4]; }; //----------------------------------------------------------------------------- // SHADERS //----------------------------------------------------------------------------- // glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert /* #version 450 core layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec4 aColor; layout(set=0, binding = 0) uniform transform { mat4 mvp; }; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; void main() { Out.Color = aColor; Out.UV = aUV; gl_Position = mvp * vec4(aPos, 0, 1); } */ static uint32_t __glsl_shader_vert_spv[] = { 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d, 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005, 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b, 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d, 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010, 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047, 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013, 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e, 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b, 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b, 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b, 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b, 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b, 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e, 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a, 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d, 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f, 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023, 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026, 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b, 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015, 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016, 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022, 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027, 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050, 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007, 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d, 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038 }; // glsl_shader.frag, compiled with: // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag /* #version 450 core layout(location = 0) out vec4 fColor; layout(set=0, binding=1) uniform sampler s; layout(set=1, binding=0) uniform texture2D t; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { fColor = In.Color * texture(sampler2D(t, s), In.UV.st); } */ static uint32_t __glsl_shader_frag_spv[] = { 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005, 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d, 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015, 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019, 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016, 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008, 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a, 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c, 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e, 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010, 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000, 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b, 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000, 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013, 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a, 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041, 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011, 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019, 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f, 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007, 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021, 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038 }; static void SafeRelease(ImDrawIdx*& res) { if (res) delete[] res; res = NULL; } static void SafeRelease(ImDrawVert*& res) { if (res) delete[] res; res = NULL; } static void SafeRelease(WGPUBindGroupLayout& res) { if (res) wgpuBindGroupLayoutRelease(res); res = NULL; } static void SafeRelease(WGPUBindGroup& res) { if (res) wgpuBindGroupRelease(res); res = NULL; } static void SafeRelease(WGPUBuffer& res) { if (res) wgpuBufferRelease(res); res = NULL; } static void SafeRelease(WGPURenderPipeline& res) { if (res) wgpuRenderPipelineRelease(res); res = NULL; } static void SafeRelease(WGPUSampler& res) { if (res) wgpuSamplerRelease(res); res = NULL; } static void SafeRelease(WGPUShaderModule& res) { if (res) wgpuShaderModuleRelease(res); res = NULL; } static void SafeRelease(WGPUTextureView& res) { if (res) wgpuTextureViewRelease(res); res = NULL; } static void SafeRelease(WGPUTexture& res) { if (res) wgpuTextureRelease(res); res = NULL; } static void SafeRelease(RenderResources& res) { SafeRelease(res.FontTexture); SafeRelease(res.FontTextureView); SafeRelease(res.Sampler); SafeRelease(res.Uniforms); SafeRelease(res.CommonBindGroup); SafeRelease(res.ImageBindGroup); SafeRelease(res.ImageBindGroupLayout); }; static void SafeRelease(FrameResources& res) { SafeRelease(res.IndexBuffer); SafeRelease(res.VertexBuffer); SafeRelease(res.IndexBufferHost); SafeRelease(res.VertexBufferHost); } static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) { WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; spirv_desc.codeSize = binary_data_size; spirv_desc.code = binary_data; WGPUShaderModuleDescriptor desc = {}; desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc); WGPUProgrammableStageDescriptor stage_desc = {}; stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); stage_desc.entryPoint = "main"; return stage_desc; } static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) { WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; WGPUBindGroupDescriptor image_bg_descriptor = {}; image_bg_descriptor.layout = layout; image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); image_bg_descriptor.entries = image_bg_entries; return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); } static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) { // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). { float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp)); } // Setup viewport wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); // Bind shader and vertex buffers wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL); // Setup blend factor WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); } // Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; // FIXME: Assuming that this only gets called once per frame! // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. g_frameIndex = g_frameIndex + 1; FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) { if (fr->VertexBuffer) { wgpuBufferDestroy(fr->VertexBuffer); wgpuBufferRelease(fr->VertexBuffer); } SafeRelease(fr->VertexBufferHost); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; WGPUBufferDescriptor vb_desc = { NULL, "Dear ImGui Vertex buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, fr->VertexBufferSize * sizeof(ImDrawVert), false }; fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); if (!fr->VertexBuffer) return; fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; } if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) { if (fr->IndexBuffer) { wgpuBufferDestroy(fr->IndexBuffer); wgpuBufferRelease(fr->IndexBuffer); } SafeRelease(fr->IndexBufferHost); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; WGPUBufferDescriptor ib_desc = { NULL, "Dear ImGui Index buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, fr->IndexBufferSize * sizeof(ImDrawIdx), false }; fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc); if (!fr->IndexBuffer) return; fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; } // Upload vertex/index data into a single contiguous GPU buffer ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3; int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3; wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); // Setup desired render state ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); else pcmd->UserCallback(cmd_list, pcmd); } else { // Bind custom texture ImTextureID tex_id = pcmd->GetTexID(); ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash); if (bind_group) { wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL); } else { WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id); g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL); } // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle, Draw wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } } static void ImGui_ImplWGPU_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height, size_pp; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); // Upload texture to graphics system { WGPUTextureDescriptor tex_desc = {}; tex_desc.label = "Dear ImGui Font Texture"; tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.size.width = width; tex_desc.size.height = height; tex_desc.size.depthOrArrayLayers = 1; tex_desc.sampleCount = 1; tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.mipLevelCount = 1; tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc); WGPUTextureViewDescriptor tex_view_desc = {}; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_view_desc.dimension = WGPUTextureViewDimension_2D; tex_view_desc.baseMipLevel = 0; tex_view_desc.mipLevelCount = 1; tex_view_desc.baseArrayLayer = 0; tex_view_desc.arrayLayerCount = 1; tex_view_desc.aspect = WGPUTextureAspect_All; g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc); } // Upload texture data { WGPUImageCopyTexture dst_view = {}; dst_view.texture = g_resources.FontTexture; dst_view.mipLevel = 0; dst_view.origin = { 0, 0, 0 }; dst_view.aspect = WGPUTextureAspect_All; WGPUTextureDataLayout layout = {}; layout.offset = 0; layout.bytesPerRow = width * size_pp; layout.rowsPerImage = height; WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); } // Create the associated sampler // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.minFilter = WGPUFilterMode_Linear; sampler_desc.magFilter = WGPUFilterMode_Linear; sampler_desc.mipmapFilter = WGPUFilterMode_Linear; sampler_desc.addressModeU = WGPUAddressMode_Repeat; sampler_desc.addressModeV = WGPUAddressMode_Repeat; sampler_desc.addressModeW = WGPUAddressMode_Repeat; sampler_desc.maxAnisotropy = 1; g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc); } // Store our identifier static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView); } static void ImGui_ImplWGPU_CreateUniformBuffer() { WGPUBufferDescriptor ub_desc = { NULL, "Dear ImGui Uniform buffer", WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, sizeof(Uniforms), false }; g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc); } bool ImGui_ImplWGPU_CreateDeviceObjects() { if (!g_wgpuDevice) return false; if (g_pipelineState) ImGui_ImplWGPU_InvalidateDeviceObjects(); // Create render pipeline WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; graphics_pipeline_desc.multisample.count = 1; graphics_pipeline_desc.multisample.mask = UINT_MAX; graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation // Create the vertex shader WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; // Vertex input configuration WGPUVertexAttribute attribute_desc[] = { { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 }, { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 }, { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 }, }; WGPUVertexBufferLayout buffer_layouts[1]; buffer_layouts[0].arrayStride = sizeof(ImDrawVert); buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; buffer_layouts[0].attributeCount = 3; buffer_layouts[0].attributes = attribute_desc; graphics_pipeline_desc.vertex.bufferCount = 1; graphics_pipeline_desc.vertex.buffers = buffer_layouts; // Create the pixel shader WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); // Create the blending setup WGPUBlendState blend_state = {}; blend_state.alpha.operation = WGPUBlendOperation_Add; blend_state.alpha.srcFactor = WGPUBlendFactor_One; blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; blend_state.color.operation = WGPUBlendOperation_Add; blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; WGPUColorTargetState color_state = {}; color_state.format = g_renderTargetFormat; color_state.blend = &blend_state; color_state.writeMask = WGPUColorWriteMask_All; WGPUFragmentState fragment_state = {}; fragment_state.module = pixel_shader_desc.module; fragment_state.entryPoint = pixel_shader_desc.entryPoint; fragment_state.targetCount = 1; fragment_state.targets = &color_state; graphics_pipeline_desc.fragment = &fragment_state; // Create depth-stencil State WGPUDepthStencilState depth_stencil_state = {}; depth_stencil_state.depthBias = 0; depth_stencil_state.depthBiasClamp = 0; depth_stencil_state.depthBiasSlopeScale = 0; // Configure disabled depth-stencil state graphics_pipeline_desc.depthStencil = nullptr; g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateUniformBuffer(); // Create resource bind group WGPUBindGroupLayout bg_layouts[2]; bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0); bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1); WGPUBindGroupEntry common_bg_entries[] = { { nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, { nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 }, }; WGPUBindGroupDescriptor common_bg_descriptor = {}; common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entries = common_bg_entries; g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); g_resources.ImageBindGroup = image_bind_group; g_resources.ImageBindGroupLayout = bg_layouts[1]; g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group); SafeRelease(vertex_shader_desc.module); SafeRelease(pixel_shader_desc.module); SafeRelease(bg_layouts[0]); return true; } void ImGui_ImplWGPU_InvalidateDeviceObjects() { if (!g_wgpuDevice) return; SafeRelease(g_pipelineState); SafeRelease(g_resources); ImGuiIO& io = ImGui::GetIO(); io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (unsigned int i = 0; i < g_numFramesInFlight; i++) SafeRelease(g_pFrameResources[i]); } bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format) { // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_webgpu"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. g_wgpuDevice = device; g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice); g_renderTargetFormat = rt_format; g_pFrameResources = new FrameResources[num_frames_in_flight]; g_numFramesInFlight = num_frames_in_flight; g_frameIndex = UINT_MAX; g_resources.FontTexture = NULL; g_resources.FontTextureView = NULL; g_resources.Sampler = NULL; g_resources.Uniforms = NULL; g_resources.CommonBindGroup = NULL; g_resources.ImageBindGroups.Data.reserve(100); g_resources.ImageBindGroup = NULL; g_resources.ImageBindGroupLayout = NULL; // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) { FrameResources* fr = &g_pFrameResources[i]; fr->IndexBuffer = NULL; fr->VertexBuffer = NULL; fr->IndexBufferHost = NULL; fr->VertexBufferHost = NULL; fr->IndexBufferSize = 10000; fr->VertexBufferSize = 5000; } return true; } void ImGui_ImplWGPU_Shutdown() { ImGui_ImplWGPU_InvalidateDeviceObjects(); delete[] g_pFrameResources; g_pFrameResources = NULL; wgpuQueueRelease(g_defaultQueue); g_wgpuDevice = NULL; g_numFramesInFlight = 0; g_frameIndex = UINT_MAX; } void ImGui_ImplWGPU_NewFrame() { if (!g_pipelineState) ImGui_ImplWGPU_CreateDeviceObjects(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx12.cpp
.cpp
49,058
1,075
// dear imgui: Renderer Backend for DirectX12 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // To build this on 32-bit systems: // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. // 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Various minor tidying up. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). // 2018-02-22: Merged into master with all Win32 code synchronized to other examples. #include "imgui.h" #include "imgui_impl_dx12.h" // DirectX #include <d3d12.h> #include <dxgi1_4.h> #include <d3dcompiler.h> #ifdef _MSC_VER #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif // DirectX data struct ImGui_ImplDX12_Data { ID3D12Device* pd3dDevice; ID3D12RootSignature* pRootSignature; ID3D12PipelineState* pPipelineState; DXGI_FORMAT RTVFormat; ID3D12Resource* pFontTextureResource; D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; ID3D12DescriptorHeap* pd3dSrvDescHeap; UINT numFramesInFlight; ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Buffers used during the rendering of a frame struct ImGui_ImplDX12_RenderBuffers { ID3D12Resource* IndexBuffer; ID3D12Resource* VertexBuffer; int IndexBufferSize; int VertexBufferSize; }; // Buffers used for secondary viewports created by the multi-viewports systems struct ImGui_ImplDX12_FrameContext { ID3D12CommandAllocator* CommandAllocator; ID3D12Resource* RenderTarget; D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; }; // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. // Main viewport created by application will only use the Resources field. // Secondary viewports created by this backend will use all the fields (including Window fields), struct ImGui_ImplDX12_ViewportData { // Window ID3D12CommandQueue* CommandQueue; ID3D12GraphicsCommandList* CommandList; ID3D12DescriptorHeap* RtvDescHeap; IDXGISwapChain3* SwapChain; ID3D12Fence* Fence; UINT64 FenceSignaledValue; HANDLE FenceEvent; UINT NumFramesInFlight; ImGui_ImplDX12_FrameContext* FrameCtx; // Render buffers UINT FrameIndex; ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) { CommandQueue = NULL; CommandList = NULL; RtvDescHeap = NULL; SwapChain = NULL; Fence = NULL; FenceSignaledValue = 0; FenceEvent = NULL; NumFramesInFlight = num_frames_in_flight; FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; FrameIndex = UINT_MAX; FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; for (UINT i = 0; i < NumFramesInFlight; ++i) { FrameCtx[i].CommandAllocator = NULL; FrameCtx[i].RenderTarget = NULL; // Create buffers with a default size (they will later be grown as needed) FrameRenderBuffers[i].IndexBuffer = NULL; FrameRenderBuffers[i].VertexBuffer = NULL; FrameRenderBuffers[i].VertexBufferSize = 5000; FrameRenderBuffers[i].IndexBufferSize = 10000; } } ~ImGui_ImplDX12_ViewportData() { IM_ASSERT(CommandQueue == NULL && CommandList == NULL); IM_ASSERT(RtvDescHeap == NULL); IM_ASSERT(SwapChain == NULL); IM_ASSERT(Fence == NULL); IM_ASSERT(FenceEvent == NULL); for (UINT i = 0; i < NumFramesInFlight; ++i) { IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL); IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL); } delete[] FrameCtx; FrameCtx = NULL; delete[] FrameRenderBuffers; FrameRenderBuffers = NULL; } }; struct VERTEX_CONSTANT_BUFFER_DX12 { float mvp[4][4]; }; // Forward Declarations static void ImGui_ImplDX12_InitPlatformInterface(); static void ImGui_ImplDX12_ShutdownPlatformInterface(); // Functions static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; { float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); } // Setup viewport D3D12_VIEWPORT vp; memset(&vp, 0, sizeof(D3D12_VIEWPORT)); vp.Width = draw_data->DisplaySize.x; vp.Height = draw_data->DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0.0f; ctx->RSSetViewports(1, &vp); // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; D3D12_VERTEX_BUFFER_VIEW vbv; memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.StrideInBytes = stride; ctx->IASetVertexBuffers(0, 1, &vbv); D3D12_INDEX_BUFFER_VIEW ibv; memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ctx->IASetIndexBuffer(&ibv); ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->SetPipelineState(bd->pPipelineState); ctx->SetGraphicsRootSignature(bd->pRootSignature); ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); // Setup blend factor const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; ctx->OMSetBlendFactor(blend_factor); } template<typename T> static inline void SafeRelease(T*& res) { if (res) res->Release(); res = NULL; } // Render function void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; vd->FrameIndex++; ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) { SafeRelease(fr->VertexBuffer); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; D3D12_RESOURCE_DESC desc; memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); desc.Height = 1; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_UNKNOWN; desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) return; } if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) { SafeRelease(fr->IndexBuffer); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; D3D12_RESOURCE_DESC desc; memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); desc.Height = 1; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_UNKNOWN; desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) return; } // Upload vertex/index data into a single contiguous GPU buffer void* vtx_resource, *idx_resource; D3D12_RANGE range; memset(&range, 0, sizeof(D3D12_RANGE)); if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) return; if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } fr->VertexBuffer->Unmap(0, &range); fr->IndexBuffer->Unmap(0, &range); // Setup desired DX state ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply Scissor/clipping rectangle, Bind texture, Draw const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; texture_handle.ptr = (UINT64)pcmd->GetTexID(); ctx->SetGraphicsRootDescriptorTable(1, texture_handle); ctx->RSSetScissorRects(1, &r); ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } } static void ImGui_ImplDX12_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Upload texture to graphics system { D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_DEFAULT; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; D3D12_RESOURCE_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Alignment = 0; desc.Width = width; desc.Height = height; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = D3D12_RESOURCE_FLAG_NONE; ID3D12Resource* pTexture = NULL; bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT uploadSize = height * uploadPitch; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Alignment = 0; desc.Width = uploadSize; desc.Height = 1; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_UNKNOWN; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; ID3D12Resource* uploadBuffer = NULL; HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); void* mapped = NULL; D3D12_RANGE range = { 0, uploadSize }; hr = uploadBuffer->Map(0, &range, &mapped); IM_ASSERT(SUCCEEDED(hr)); for (int y = 0; y < height; y++) memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); uploadBuffer->Unmap(0, &range); D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; srcLocation.pResource = uploadBuffer; srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srcLocation.PlacedFootprint.Footprint.Width = width; srcLocation.PlacedFootprint.Footprint.Height = height; srcLocation.PlacedFootprint.Footprint.Depth = 1; srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; dstLocation.pResource = pTexture; dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; dstLocation.SubresourceIndex = 0; D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = pTexture; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; ID3D12Fence* fence = NULL; hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); IM_ASSERT(event != NULL); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.NodeMask = 1; ID3D12CommandQueue* cmdQueue = NULL; hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); IM_ASSERT(SUCCEEDED(hr)); ID3D12CommandAllocator* cmdAlloc = NULL; hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); ID3D12GraphicsCommandList* cmdList = NULL; hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); IM_ASSERT(SUCCEEDED(hr)); cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); hr = cmdQueue->Signal(fence, 1); IM_ASSERT(SUCCEEDED(hr)); fence->SetEventOnCompletion(1, event); WaitForSingleObject(event, INFINITE); cmdList->Release(); cmdAlloc->Release(); cmdQueue->Release(); CloseHandle(event); fence->Release(); uploadBuffer->Release(); // Create texture view D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); SafeRelease(bd->pFontTextureResource); bd->pFontTextureResource = pTexture; } // Store our identifier // READ THIS IF THE STATIC_ASSERT() TRIGGERS: // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); } bool ImGui_ImplDX12_CreateDeviceObjects() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); if (!bd || !bd->pd3dDevice) return false; if (bd->pPipelineState) ImGui_ImplDX12_InvalidateDeviceObjects(); // Create the root signature { D3D12_DESCRIPTOR_RANGE descRange = {}; descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descRange.NumDescriptors = 1; descRange.BaseShaderRegister = 0; descRange.RegisterSpace = 0; descRange.OffsetInDescriptorsFromTableStart = 0; D3D12_ROOT_PARAMETER param[2] = {}; param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; param[0].Constants.ShaderRegister = 0; param[0].Constants.RegisterSpace = 0; param[0].Constants.Num32BitValues = 16; param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; param[1].DescriptorTable.NumDescriptorRanges = 1; param[1].DescriptorTable.pDescriptorRanges = &descRange; param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. D3D12_STATIC_SAMPLER_DESC staticSampler = {}; staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSampler.MipLODBias = 0.f; staticSampler.MaxAnisotropy = 0; staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; staticSampler.MinLOD = 0.f; staticSampler.MaxLOD = 0.f; staticSampler.ShaderRegister = 0; staticSampler.RegisterSpace = 0; staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; D3D12_ROOT_SIGNATURE_DESC desc = {}; desc.NumParameters = _countof(param); desc.pParameters = param; desc.NumStaticSamplers = 1; desc.pStaticSamplers = &staticSampler; desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); if (d3d12_dll == NULL) { // Attempt to load d3d12.dll from local directories. This will only succeed if // (1) the current OS is Windows 7, and // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. // See https://github.com/ocornut/imgui/pull/3696 for details. const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL) break; // If failed, we are on Windows >= 10. if (d3d12_dll == NULL) d3d12_dll = ::LoadLibraryA("d3d12.dll"); if (d3d12_dll == NULL) return false; } PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); if (D3D12SerializeRootSignatureFn == NULL) return false; ID3DBlob* blob = NULL; if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) return false; bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); blob->Release(); } // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX12 sample code but remove this dependency you can: // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.pRootSignature = bd->pRootSignature; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = bd->RTVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; ID3DBlob* vertexShaderBlob; ID3DBlob* pixelShaderBlob; // Create the vertex shader { static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ float2 pos : POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ \ PS_INPUT main(VS_INPUT input)\ {\ PS_INPUT output;\ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ output.col = input.col;\ output.uv = input.uv;\ return output;\ }"; if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL))) return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; psoDesc.InputLayout = { local_layout, 3 }; } // Create the pixel shader { static const char* pixelShader = "struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ SamplerState sampler0 : register(s0);\ Texture2D texture0 : register(t0);\ \ float4 main(PS_INPUT input) : SV_Target\ {\ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ return out_col; \ }"; if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL))) { vertexShaderBlob->Release(); return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! } psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; } // Create the blending setup { D3D12_BLEND_DESC& desc = psoDesc.BlendState; desc.AlphaToCoverageEnable = false; desc.RenderTarget[0].BlendEnable = true; desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; } // Create the rasterizer state { D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; desc.FillMode = D3D12_FILL_MODE_SOLID; desc.CullMode = D3D12_CULL_MODE_NONE; desc.FrontCounterClockwise = FALSE; desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; desc.DepthClipEnable = true; desc.MultisampleEnable = FALSE; desc.AntialiasedLineEnable = FALSE; desc.ForcedSampleCount = 0; desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; } // Create depth-stencil State { D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; desc.DepthEnable = false; desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; desc.StencilEnable = false; desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; desc.BackFace = desc.FrontFace; } HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); vertexShaderBlob->Release(); pixelShaderBlob->Release(); if (result_pipeline_state != S_OK) return false; ImGui_ImplDX12_CreateFontsTexture(); return true; } static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) { SafeRelease(render_buffers->IndexBuffer); SafeRelease(render_buffers->VertexBuffer); render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; } void ImGui_ImplDX12_InvalidateDeviceObjects() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); if (!bd || !bd->pd3dDevice) return; ImGuiIO& io = ImGui::GetIO(); SafeRelease(bd->pRootSignature); SafeRelease(bd->pPipelineState); SafeRelease(bd->pFontTextureResource); io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX12_InitPlatformInterface(); bd->pd3dDevice = device; bd->RTVFormat = rtv_format; bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; bd->numFramesInFlight = num_frames_in_flight; bd->pd3dSrvDescHeap = cbv_srv_heap; // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, // Since this is created and managed by the application, we will only use the ->Resources[] fields. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); return true; } void ImGui_ImplDX12_Shutdown() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); // Manually delete main viewport render resources in-case we haven't initialized for viewports ImGuiViewport* main_viewport = ImGui::GetMainViewport(); if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) { // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] for (UINT i = 0; i < bd->numFramesInFlight; i++) ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); IM_DELETE(vd); main_viewport->RendererUserData = NULL; } // Clean up windows and device objects ImGui_ImplDX12_ShutdownPlatformInterface(); ImGui_ImplDX12_InvalidateDeviceObjects(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplDX12_NewFrame() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?"); if (!bd->pPipelineState) ImGui_ImplDX12_CreateDeviceObjects(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); vd->FrameIndex = UINT_MAX; // Create command queue. D3D12_COMMAND_QUEUE_DESC queue_desc = {}; queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; HRESULT res = S_OK; res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); IM_ASSERT(res == S_OK); // Create command allocator. for (UINT i = 0; i < bd->numFramesInFlight; ++i) { res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); IM_ASSERT(res == S_OK); } // Create command list. res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&vd->CommandList)); IM_ASSERT(res == S_OK); vd->CommandList->Close(); // Create fence. res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); IM_ASSERT(res == S_OK); vd->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); IM_ASSERT(vd->FenceEvent != NULL); // Create swap chain // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. DXGI_SWAP_CHAIN_DESC1 sd1; ZeroMemory(&sd1, sizeof(sd1)); sd1.BufferCount = bd->numFramesInFlight; sd1.Width = (UINT)viewport->Size.x; sd1.Height = (UINT)viewport->Size.y; sd1.Format = bd->RTVFormat; sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd1.SampleDesc.Count = 1; sd1.SampleDesc.Quality = 0; sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; sd1.Scaling = DXGI_SCALING_STRETCH; sd1.Stereo = FALSE; IDXGIFactory4* dxgi_factory = NULL; res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); IM_ASSERT(res == S_OK); IDXGISwapChain1* swap_chain = NULL; res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain); IM_ASSERT(res == S_OK); dxgi_factory->Release(); // Or swapChain.As(&mSwapChain) IM_ASSERT(vd->SwapChain == NULL); swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); swap_chain->Release(); // Create the render targets if (vd->SwapChain) { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = bd->numFramesInFlight; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); IM_ASSERT(hr == S_OK); SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); for (UINT i = 0; i < bd->numFramesInFlight; i++) { vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; rtv_handle.ptr += rtv_descriptor_size; } ID3D12Resource* back_buffer; for (UINT i = 0; i < bd->numFramesInFlight; i++) { IM_ASSERT(vd->FrameCtx[i].RenderTarget == NULL); vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors); vd->FrameCtx[i].RenderTarget = back_buffer; } } for (UINT i = 0; i < bd->numFramesInFlight; i++) ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); } static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) { HRESULT hr = S_FALSE; if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) { hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); IM_ASSERT(hr == S_OK); ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); IM_ASSERT(hr == S_OK); ::WaitForSingleObject(vd->FenceEvent, INFINITE); } } static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) { ImGui_WaitForPendingOperations(vd); SafeRelease(vd->CommandQueue); SafeRelease(vd->CommandList); SafeRelease(vd->SwapChain); SafeRelease(vd->RtvDescHeap); SafeRelease(vd->Fence); ::CloseHandle(vd->FenceEvent); vd->FenceEvent = NULL; for (UINT i = 0; i < bd->numFramesInFlight; i++) { SafeRelease(vd->FrameCtx[i].RenderTarget); SafeRelease(vd->FrameCtx[i].CommandAllocator); ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); } IM_DELETE(vd); } viewport->RendererUserData = NULL; } static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; ImGui_WaitForPendingOperations(vd); for (UINT i = 0; i < bd->numFramesInFlight; i++) SafeRelease(vd->FrameCtx[i].RenderTarget); if (vd->SwapChain) { ID3D12Resource* back_buffer = NULL; vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); for (UINT i = 0; i < bd->numFramesInFlight; i++) { vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors); vd->FrameCtx[i].RenderTarget = back_buffer; } } } static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; // Draw ID3D12GraphicsCommandList* cmd_list = vd->CommandList; frame_context->CommandAllocator->Reset(); cmd_list->Reset(frame_context->CommandAllocator, NULL); cmd_list->ResourceBarrier(1, &barrier); cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL); cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; cmd_list->ResourceBarrier(1, &barrier); cmd_list->Close(); vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); } static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; vd->SwapChain->Present(0, 0); while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) ::SwitchToThread(); } void ImGui_ImplDX12_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; } void ImGui_ImplDX12_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_sdl.h
.h
2,597
39
// dear imgui: Platform Backend for SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API struct SDL_Window; struct SDL_Renderer; typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter #endif
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_opengl3.h
.h
2,995
57
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline // - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // About GLSL version: // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once #include "imgui.h" // IMGUI_IMPL_API // Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // (Optional) Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); // Specific OpenGL ES versions //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android // You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. #if !defined(IMGUI_IMPL_OPENGL_ES2) \ && !defined(IMGUI_IMPL_OPENGL_ES3) // Try to detect GLES on matching platforms #if defined(__APPLE__) #include <TargetConditionals.h> #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" #elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #else // Otherwise imgui_impl_opengl3_loader.h will be used. #endif #endif
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_osx.h
.h
2,150
45
// dear imgui: Platform Backend for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) // [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. // Implemented features: // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: IME support. // [X] Platform: Multi-viewport / platform windows. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" // IMGUI_IMPL_API #ifdef __OBJC__ @class NSEvent; @class NSView; IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); #endif //----------------------------------------------------------------------------- // C++ API //----------------------------------------------------------------------------- #ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS // #include <AppKit/AppKit.hpp> #ifndef __OBJC__ IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); #endif #endif
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_vulkan.h
.h
9,604
157
// dear imgui: Renderer Backend for Vulkan // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // See imgui_impl_vulkan.cpp file for details. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering backend in your engine/app. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. #pragma once #include "imgui.h" // IMGUI_IMPL_API // [Configuration] in order to use a custom Vulkan function loader: // (1) You'll need to disable default Vulkan function prototypes. // We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. // In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: // - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file // - Or as a compilation flag in your build system // - Or uncomment here (not recommended because you'd be modifying imgui sources!) // - Do not simply add it in a .cpp file! // (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. // If you have no idea what this is, leave it alone! //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES // Vulkan includes #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #define VK_NO_PROTOTYPES #endif #include <vulkan/vulkan.h> // Initialization data, for ImGui_ImplVulkan_Init() // [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { VkInstance Instance; VkPhysicalDevice PhysicalDevice; VkDevice Device; uint32_t QueueFamily; VkQueue Queue; VkPipelineCache PipelineCache; VkDescriptorPool DescriptorPool; uint32_t Subpass; uint32_t MinImageCount; // >= 2 uint32_t ImageCount; // >= MinImageCount VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT) const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); }; // Called by user code IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) // Register a texture (VkDescriptorSet == ImTextureID) // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL); //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the multi-viewport / platform window implementation needs them internally. // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- struct ImGui_ImplVulkanH_Frame; struct ImGui_ImplVulkanH_Window; // Helpers IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); // Helper structure to hold the data needed by one rendering frame // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) // [Please zero-clear before use!] struct ImGui_ImplVulkanH_Frame { VkCommandPool CommandPool; VkCommandBuffer CommandBuffer; VkFence Fence; VkImage Backbuffer; VkImageView BackbufferView; VkFramebuffer Framebuffer; }; struct ImGui_ImplVulkanH_FrameSemaphores { VkSemaphore ImageAcquiredSemaphore; VkSemaphore RenderCompleteSemaphore; }; // Helper structure to hold the data needed by one rendering context into one OS window // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) struct ImGui_ImplVulkanH_Window { int Width; int Height; VkSwapchainKHR Swapchain; VkSurfaceKHR Surface; VkSurfaceFormatKHR SurfaceFormat; VkPresentModeKHR PresentMode; VkRenderPass RenderPass; VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo bool ClearEnable; VkClearValue ClearValue; uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; ImGui_ImplVulkanH_Window() { memset((void*)this, 0, sizeof(*this)); PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. ClearEnable = true; } };
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_sdlrenderer.h
.h
1,532
32
// dear imgui: Renderer Backend for SDL_Renderer // (Requires: SDL 2.0.17+) // Important to understand: SDL_Renderer is an _optional_ component of SDL. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // If your application will want to render any non trivial amount of graphics other than UI, // please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might // be difficult to step out of those boundaries. // However, we understand it is a convenient choice to get an app started easily. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). #pragma once #include "imgui.h" // IMGUI_IMPL_API struct SDL_Renderer; IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx11.h
.h
1,491
28
// dear imgui: Renderer Backend for DirectX11 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API struct ID3D11Device; struct ID3D11DeviceContext; IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_allegro5.h
.h
2,013
33
// dear imgui: Renderer + Platform Backend for Allegro 5 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Issues: // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API struct ALLEGRO_DISPLAY; union ALLEGRO_EVENT; IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx10.cpp
.cpp
32,719
714
// dear imgui: Renderer Backend for DirectX10 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX10: Disabling depth-write. #include "imgui.h" #include "imgui_impl_dx10.h" // DirectX #include <stdio.h> #include <d3d10_1.h> #include <d3d10.h> #include <d3dcompiler.h> #ifdef _MSC_VER #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif // DirectX data struct ImGui_ImplDX10_Data { ID3D10Device* pd3dDevice; IDXGIFactory* pFactory; ID3D10Buffer* pVB; ID3D10Buffer* pIB; ID3D10VertexShader* pVertexShader; ID3D10InputLayout* pInputLayout; ID3D10Buffer* pVertexConstantBuffer; ID3D10PixelShader* pPixelShader; ID3D10SamplerState* pFontSampler; ID3D10ShaderResourceView* pFontTextureView; ID3D10RasterizerState* pRasterizerState; ID3D10BlendState* pBlendState; ID3D10DepthStencilState* pDepthStencilState; int VertexBufferSize; int IndexBufferSize; ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; struct VERTEX_CONSTANT_BUFFER_DX10 { float mvp[4][4]; }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Forward Declarations static void ImGui_ImplDX10_InitPlatformInterface(); static void ImGui_ImplDX10_ShutdownPlatformInterface(); // Functions static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); // Setup viewport D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(D3D10_VIEWPORT)); vp.Width = (UINT)draw_data->DisplaySize.x; vp.Height = (UINT)draw_data->DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0; ctx->RSSetViewports(1, &vp); // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; ctx->IASetInputLayout(bd->pInputLayout); ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->VSSetShader(bd->pVertexShader); ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); ctx->PSSetShader(bd->pPixelShader); ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->GSSetShader(NULL); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); ctx->RSSetState(bd->pRasterizerState); } // Render function void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ID3D10Device* ctx = bd->pd3dDevice; // Create and grow vertex/index buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } bd->pVB->Unmap(); bd->pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { void* mapped_resource; if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); bd->pVertexConstantBuffer->Unmap(); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX10_STATE { UINT ScissorRectsCount, ViewportsCount; D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; ID3D10RasterizerState* RS; ID3D10BlendState* BlendState; FLOAT BlendFactor[4]; UINT SampleMask; UINT StencilRef; ID3D10DepthStencilState* DepthStencilState; ID3D10ShaderResourceView* PSShaderResource; ID3D10SamplerState* PSSampler; ID3D10PixelShader* PS; ID3D10VertexShader* VS; ID3D10GeometryShader* GS; D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; DXGI_FORMAT IndexBufferFormat; ID3D10InputLayout* InputLayout; }; BACKUP_DX10_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); ctx->RSGetState(&old.RS); ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetSamplers(0, 1, &old.PSSampler); ctx->PSGetShader(&old.PS); ctx->VSGetShader(&old.VS); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); ctx->GSGetShader(&old.GS); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetInputLayout(&old.InputLayout); // Setup desired DX state ImGui_ImplDX10_SetupRenderState(draw_data, ctx); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplDX10_SetupRenderState(draw_data, ctx); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); ctx->PSSetShaderResources(0, 1, &texture_srv); ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore modified DX state ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); ctx->RSSetViewports(old.ViewportsCount, old.Viewports); ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } static void ImGui_ImplDX10_CreateFontsTexture() { // Build texture atlas ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Upload texture to graphics system { D3D10_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; ID3D10Texture2D* pTexture = NULL; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); IM_ASSERT(pTexture != NULL); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; ZeroMemory(&srv_desc, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = desc.MipLevels; srv_desc.Texture2D.MostDetailedMip = 0; bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D10_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; desc.MipLODBias = 0.f; desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX10_CreateDeviceObjects() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); if (!bd->pd3dDevice) return false; if (bd->pFontSampler) ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX10 sample code but remove this dependency you can: // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. // Create the vertex shader { static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ float2 pos : POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ \ PS_INPUT main(VS_INPUT input)\ {\ PS_INPUT output;\ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ output.col = input.col;\ output.uv = input.uv;\ return output;\ }"; ID3DBlob* vertexShaderBlob; if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; } // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { vertexShaderBlob->Release(); return false; } vertexShaderBlob->Release(); // Create the constant buffer { D3D10_BUFFER_DESC desc; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); } } // Create the pixel shader { static const char* pixelShader = "struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ sampler sampler0;\ Texture2D texture0;\ \ float4 main(PS_INPUT input) : SV_Target\ {\ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ return out_col; \ }"; ID3DBlob* pixelShaderBlob; if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; } pixelShaderBlob->Release(); } // Create the blending setup { D3D10_BLEND_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.AlphaToCoverageEnable = false; desc.BlendEnable[0] = true; desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOp = D3D10_BLEND_OP_ADD; desc.SrcBlendAlpha = D3D10_BLEND_ONE; desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state { D3D10_RASTERIZER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.FillMode = D3D10_FILL_SOLID; desc.CullMode = D3D10_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State { D3D10_DEPTH_STENCIL_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.DepthEnable = false; desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; desc.DepthFunc = D3D10_COMPARISON_ALWAYS; desc.StencilEnable = false; desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX10_CreateFontsTexture(); return true; } void ImGui_ImplDX10_InvalidateDeviceObjects() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); if (!bd->pd3dDevice) return; if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; } if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } } bool ImGui_ImplDX10_Init(ID3D10Device* device) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Get factory from device IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; IDXGIFactory* pFactory = NULL; if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) { bd->pd3dDevice = device; bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); bd->pd3dDevice->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX10_InitPlatformInterface(); return true; } void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX10_ShutdownPlatformInterface(); ImGui_ImplDX10_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplDX10_NewFrame() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?"); if (!bd->pFontSampler) ImGui_ImplDX10_CreateDeviceObjects(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplDX10_ViewportData { IDXGISwapChain* SwapChain; ID3D10RenderTargetView* RTView; ImGui_ImplDX10_ViewportData() { SwapChain = NULL; RTView = NULL; } ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); } }; static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)(); viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); // Create swap chain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferDesc.Width = (UINT)viewport->Size.x; sd.BufferDesc.Height = (UINT)viewport->Size.y; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = hwnd; sd.Windowed = TRUE; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL); bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); // Create the render target if (vd->SwapChain) { ID3D10Texture2D* pBackBuffer; vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it. if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData) { if (vd->SwapChain) vd->SwapChain->Release(); vd->SwapChain = NULL; if (vd->RTView) vd->RTView->Release(); vd->RTView = NULL; IM_DELETE(vd); } viewport->RendererUserData = NULL; } static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; if (vd->RTView) { vd->RTView->Release(); vd->RTView = NULL; } if (vd->SwapChain) { ID3D10Texture2D* pBackBuffer = NULL; vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color); ImGui_ImplDX10_RenderDrawData(viewport->DrawData); } static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; vd->SwapChain->Present(0, 0); // Present without vsync } void ImGui_ImplDX10_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow; platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow; platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize; platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport; platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers; } void ImGui_ImplDX10_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_vulkan.cpp
.cpp
91,216
1,760
// dear imgui: Renderer Backend for Vulkan // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // To build this on 32-bit systems and support texture changes: // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files) // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files) // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering backend in your engine/app. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. // 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. // 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). // 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. // 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). // 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. // 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. // 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. // 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). // 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. // 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. // 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). // 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. // 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. // 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. // 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. // 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. // 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. // 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. // 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. #include "imgui_impl_vulkan.h" #include <stdio.h> // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #endif // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() // [Please zero-clear before use!] struct ImGui_ImplVulkanH_FrameRenderBuffers { VkDeviceMemory VertexBufferMemory; VkDeviceMemory IndexBufferMemory; VkDeviceSize VertexBufferSize; VkDeviceSize IndexBufferSize; VkBuffer VertexBuffer; VkBuffer IndexBuffer; }; // Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers // [Please zero-clear before use!] struct ImGui_ImplVulkanH_WindowRenderBuffers { uint32_t Index; uint32_t Count; ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; }; // For multi-viewport support: // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplVulkan_ViewportData { bool WindowOwned; ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only ImGui_ImplVulkanH_WindowRenderBuffers RenderBuffers; // Used by all viewports ImGui_ImplVulkan_ViewportData() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); } ~ImGui_ImplVulkan_ViewportData() { } }; // Vulkan data struct ImGui_ImplVulkan_Data { ImGui_ImplVulkan_InitInfo VulkanInitInfo; VkRenderPass RenderPass; VkDeviceSize BufferMemoryAlignment; VkPipelineCreateFlags PipelineCreateFlags; VkDescriptorSetLayout DescriptorSetLayout; VkPipelineLayout PipelineLayout; VkPipeline Pipeline; uint32_t Subpass; VkShaderModule ShaderModuleVert; VkShaderModule ShaderModuleFrag; // Font data VkSampler FontSampler; VkDeviceMemory FontMemory; VkImage FontImage; VkImageView FontView; VkDescriptorSet FontDescriptorSet; VkDeviceMemory UploadBufferMemory; VkBuffer UploadBuffer; // Render buffers for main window ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; ImGui_ImplVulkan_Data() { memset((void*)this, 0, sizeof(*this)); BufferMemoryAlignment = 256; } }; // Forward Declarations bool ImGui_ImplVulkan_CreateDeviceObjects(); void ImGui_ImplVulkan_DestroyDeviceObjects(); void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); // Vulkan prototypes for use with custom loaders // (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h #ifdef VK_NO_PROTOTYPES static bool g_FunctionsLoaded = false; #else static bool g_FunctionsLoaded = true; #endif #ifdef VK_NO_PROTOTYPES #define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) // Define function pointers #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) #undef IMGUI_VULKAN_FUNC_DEF #endif // VK_NO_PROTOTYPES //----------------------------------------------------------------------------- // SHADERS //----------------------------------------------------------------------------- // Forward Declarations static void ImGui_ImplVulkan_InitPlatformInterface(); static void ImGui_ImplVulkan_ShutdownPlatformInterface(); // glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert /* #version 450 core layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 2) in vec4 aColor; layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; void main() { Out.Color = aColor; Out.UV = aUV; gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); } */ static uint32_t __glsl_shader_vert_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, 0x0000002d,0x0000002c,0x000100fd,0x00010038 }; // glsl_shader.frag, compiled with: // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag /* #version 450 core layout(location = 0) out vec4 fColor; layout(set=0, binding=0) uniform sampler2D sTexture; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { fColor = In.Color * texture(sTexture, In.UV.st); } */ static uint32_t __glsl_shader_frag_spv[] = { 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, 0x00010038 }; //----------------------------------------------------------------------------- // FUNCTIONS //----------------------------------------------------------------------------- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not tested and probably dysfunctional in this backend. static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkPhysicalDeviceMemoryProperties prop; vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); for (uint32_t i = 0; i < prop.memoryTypeCount; i++) if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) return i; return 0xFFFFFFFF; // Unable to find memoryType } static void check_vk_result(VkResult err) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (!bd) return; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (v->CheckVkResultFn) v->CheckVkResultFn(err); } static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; if (buffer != VK_NULL_HANDLE) vkDestroyBuffer(v->Device, buffer, v->Allocator); if (buffer_memory != VK_NULL_HANDLE) vkFreeMemory(v->Device, buffer_memory, v->Allocator); VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment; VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = vertex_buffer_size_aligned; buffer_info.usage = usage; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); check_vk_result(err); VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, buffer, &req); bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); check_vk_result(err); err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); check_vk_result(err); p_buffer_size = req.size; } static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); // Bind pipeline: { vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); } // Bind Vertex And Index Buffer: if (draw_data->TotalVtxCount > 0) { VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; VkDeviceSize vertex_offset[1] = { 0 }; vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); } // Setup viewport: { VkViewport viewport; viewport.x = 0; viewport.y = 0; viewport.width = (float)fb_width; viewport.height = (float)fb_height; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; vkCmdSetViewport(command_buffer, 0, 1, &viewport); } // Setup scale and translation: // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { float scale[2]; scale[0] = 2.0f / draw_data->DisplaySize.x; scale[1] = 2.0f / draw_data->DisplaySize.y; float translate[2]; translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); } } // Render function void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (pipeline == VK_NULL_HANDLE) pipeline = bd->Pipeline; // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData; IM_ASSERT(viewport_renderer_data != NULL); ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers; if (wrb->FrameRenderBuffers == NULL) { wrb->Index = 0; wrb->Count = v->ImageCount; wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); } IM_ASSERT(wrb->Count == v->ImageCount); wrb->Index = (wrb->Index + 1) % wrb->Count; ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; if (draw_data->TotalVtxCount > 0) { // Create or resize the vertex/index buffers size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); // Upload vertex/index data into a single contiguous GPU buffer ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst)); check_vk_result(err); err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst)); check_vk_result(err); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } VkMappedMemoryRange range[2] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = rb->VertexBufferMemory; range[0].size = VK_WHOLE_SIZE; range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[1].memory = rb->IndexBufferMemory; range[1].size = VK_WHOLE_SIZE; err = vkFlushMappedMemoryRanges(v->Device, 2, range); check_vk_result(err); vkUnmapMemory(v->Device, rb->VertexBufferMemory); vkUnmapMemory(v->Device, rb->IndexBufferMemory); } // Setup desired Vulkan state ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle VkRect2D scissor; scissor.offset.x = (int32_t)(clip_min.x); scissor.offset.y = (int32_t)(clip_min.y); scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); vkCmdSetScissor(command_buffer, 0, 1, &scissor); // Bind DescriptorSet with font or user texture VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId }; if (sizeof(ImTextureID) < sizeof(ImU64)) { // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used. IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet); desc_set[0] = bd->FontDescriptorSet; } vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL); // Draw vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. // Our last values will leak into user/application rendering IF: // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitely set that state. // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. // In theory we should aim to backup/restore those values but I am not sure this is possible. // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; vkCmdSetScissor(command_buffer, 0, 1, &scissor); } bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); size_t upload_size = width * height * 4 * sizeof(char); VkResult err; // Create the Image: { VkImageCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; info.imageType = VK_IMAGE_TYPE_2D; info.format = VK_FORMAT_R8G8B8A8_UNORM; info.extent.width = width; info.extent.height = height; info.extent.depth = 1; info.mipLevels = 1; info.arrayLayers = 1; info.samples = VK_SAMPLE_COUNT_1_BIT; info.tiling = VK_IMAGE_TILING_OPTIMAL; info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); check_vk_result(err); VkMemoryRequirements req; vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); check_vk_result(err); err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); check_vk_result(err); } // Create the Image View: { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.image = bd->FontImage; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = VK_FORMAT_R8G8B8A8_UNORM; info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; info.subresourceRange.levelCount = 1; info.subresourceRange.layerCount = 1; err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); check_vk_result(err); } // Create the Descriptor Set: bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); // Create the Upload Buffer: { VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = upload_size; buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer); check_vk_result(err); VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req); bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory); check_vk_result(err); err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0); check_vk_result(err); } // Upload to Buffer: { char* map = NULL; err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); check_vk_result(err); memcpy(map, pixels, upload_size); VkMappedMemoryRange range[1] = {}; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].memory = bd->UploadBufferMemory; range[0].size = upload_size; err = vkFlushMappedMemoryRanges(v->Device, 1, range); check_vk_result(err); vkUnmapMemory(v->Device, bd->UploadBufferMemory); } // Copy to Image: { VkImageMemoryBarrier copy_barrier[1] = {}; copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; copy_barrier[0].image = bd->FontImage; copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; copy_barrier[0].subresourceRange.levelCount = 1; copy_barrier[0].subresourceRange.layerCount = 1; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier); VkBufferImageCopy region = {}; region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; region.imageSubresource.layerCount = 1; region.imageExtent.width = width; region.imageExtent.height = height; region.imageExtent.depth = 1; vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region); VkImageMemoryBarrier use_barrier[1] = {}; use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; use_barrier[0].image = bd->FontImage; use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; use_barrier[0].subresourceRange.levelCount = 1; use_barrier[0].subresourceRange.layerCount = 1; vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier); } // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); return true; } static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) { // Create the shader modules ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->ShaderModuleVert == VK_NULL_HANDLE) { VkShaderModuleCreateInfo vert_info = {}; vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; vert_info.codeSize = sizeof(__glsl_shader_vert_spv); vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); check_vk_result(err); } if (bd->ShaderModuleFrag == VK_NULL_HANDLE) { VkShaderModuleCreateInfo frag_info = {}; frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; frag_info.codeSize = sizeof(__glsl_shader_frag_spv); frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); check_vk_result(err); } } static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->FontSampler) return; // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; info.magFilter = VK_FILTER_LINEAR; info.minFilter = VK_FILTER_LINEAR; info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler); check_vk_result(err); } static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->DescriptorSetLayout) return; ImGui_ImplVulkan_CreateFontSampler(device, allocator); VkSampler sampler[1] = { bd->FontSampler }; VkDescriptorSetLayoutBinding binding[1] = {}; binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binding[0].descriptorCount = 1; binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; binding[0].pImmutableSamplers = sampler; VkDescriptorSetLayoutCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout); check_vk_result(err); } static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (bd->PipelineLayout) return; // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator); VkPushConstantRange push_constants[1] = {}; push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_info.setLayoutCount = 1; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout); check_vk_result(err); } static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_CreateShaderModules(device, allocator); VkPipelineShaderStageCreateInfo stage[2] = {}; stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; stage[0].module = bd->ShaderModuleVert; stage[0].pName = "main"; stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; stage[1].module = bd->ShaderModuleFrag; stage[1].pName = "main"; VkVertexInputBindingDescription binding_desc[1] = {}; binding_desc[0].stride = sizeof(ImDrawVert); binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; VkVertexInputAttributeDescription attribute_desc[3] = {}; attribute_desc[0].location = 0; attribute_desc[0].binding = binding_desc[0].binding; attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos); attribute_desc[1].location = 1; attribute_desc[1].binding = binding_desc[0].binding; attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv); attribute_desc[2].location = 2; attribute_desc[2].binding = binding_desc[0].binding; attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col); VkPipelineVertexInputStateCreateInfo vertex_info = {}; vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertex_info.vertexBindingDescriptionCount = 1; vertex_info.pVertexBindingDescriptions = binding_desc; vertex_info.vertexAttributeDescriptionCount = 3; vertex_info.pVertexAttributeDescriptions = attribute_desc; VkPipelineInputAssemblyStateCreateInfo ia_info = {}; ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; VkPipelineViewportStateCreateInfo viewport_info = {}; viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewport_info.viewportCount = 1; viewport_info.scissorCount = 1; VkPipelineRasterizationStateCreateInfo raster_info = {}; raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; raster_info.polygonMode = VK_POLYGON_MODE_FILL; raster_info.cullMode = VK_CULL_MODE_NONE; raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; raster_info.lineWidth = 1.0f; VkPipelineMultisampleStateCreateInfo ms_info = {}; ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState color_attachment[1] = {}; color_attachment[0].blendEnable = VK_TRUE; color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; VkPipelineDepthStencilStateCreateInfo depth_info = {}; depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; VkPipelineColorBlendStateCreateInfo blend_info = {}; blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; blend_info.attachmentCount = 1; blend_info.pAttachments = color_attachment; VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamic_state = {}; dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); dynamic_state.pDynamicStates = dynamic_states; ImGui_ImplVulkan_CreatePipelineLayout(device, allocator); VkGraphicsPipelineCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; info.flags = bd->PipelineCreateFlags; info.stageCount = 2; info.pStages = stage; info.pVertexInputState = &vertex_info; info.pInputAssemblyState = &ia_info; info.pViewportState = &viewport_info; info.pRasterizationState = &raster_info; info.pMultisampleState = &ms_info; info.pDepthStencilState = &depth_info; info.pColorBlendState = &blend_info; info.pDynamicState = &dynamic_state; info.layout = bd->PipelineLayout; info.renderPass = renderPass; info.subpass = subpass; VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); check_vk_result(err); } bool ImGui_ImplVulkan_CreateDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; if (!bd->FontSampler) { VkSamplerCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; info.magFilter = VK_FILTER_LINEAR; info.minFilter = VK_FILTER_LINEAR; info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.minLod = -1000; info.maxLod = 1000; info.maxAnisotropy = 1.0f; err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); check_vk_result(err); } if (!bd->DescriptorSetLayout) { VkSampler sampler[1] = {bd->FontSampler}; VkDescriptorSetLayoutBinding binding[1] = {}; binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; binding[0].descriptorCount = 1; binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; binding[0].pImmutableSamplers = sampler; VkDescriptorSetLayoutCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; info.bindingCount = 1; info.pBindings = binding; err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); check_vk_result(err); } if (!bd->PipelineLayout) { // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix VkPushConstantRange push_constants[1] = {}; push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push_constants[0].offset = sizeof(float) * 0; push_constants[0].size = sizeof(float) * 4; VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; VkPipelineLayoutCreateInfo layout_info = {}; layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_info.setLayoutCount = 1; layout_info.pSetLayouts = set_layout; layout_info.pushConstantRangeCount = 1; layout_info.pPushConstantRanges = push_constants; err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); check_vk_result(err); } ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass); return true; } void ImGui_ImplVulkan_DestroyFontUploadObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (bd->UploadBuffer) { vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator); bd->UploadBuffer = VK_NULL_HANDLE; } if (bd->UploadBufferMemory) { vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator); bd->UploadBufferMemory = VK_NULL_HANDLE; } } void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); ImGui_ImplVulkan_DestroyFontUploadObjects(); if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } } bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) { // Load function pointers // You can use the default Vulkan loader using: // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); // But this would be equivalent to not setting VK_NO_PROTOTYPES. #ifdef VK_NO_PROTOTYPES #define IMGUI_VULKAN_FUNC_LOAD(func) \ func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \ if (func == NULL) \ return false; IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) #undef IMGUI_VULKAN_FUNC_LOAD #else IM_UNUSED(loader_func); IM_UNUSED(user_data); #endif g_FunctionsLoaded = true; return true; } bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); IM_ASSERT(info->Device != VK_NULL_HANDLE); IM_ASSERT(info->Queue != VK_NULL_HANDLE); IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); IM_ASSERT(info->MinImageCount >= 2); IM_ASSERT(info->ImageCount >= info->MinImageCount); IM_ASSERT(render_pass != VK_NULL_HANDLE); bd->VulkanInitInfo = *info; bd->RenderPass = render_pass; bd->Subpass = info->Subpass; ImGui_ImplVulkan_CreateDeviceObjects(); // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window) ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplVulkan_InitPlatformInterface(); return true; } void ImGui_ImplVulkan_Shutdown() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); // First destroy objects in all viewports ImGui_ImplVulkan_DestroyDeviceObjects(); // Manually delete main viewport render data in-case we haven't initialized for viewports ImGuiViewport* main_viewport = ImGui::GetMainViewport(); if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData) IM_DELETE(vd); main_viewport->RendererUserData = NULL; // Clean up windows ImGui_ImplVulkan_ShutdownPlatformInterface(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplVulkan_NewFrame() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?"); IM_UNUSED(bd); } void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(min_image_count >= 2); if (bd->VulkanInitInfo.MinImageCount == min_image_count) return; IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err = vkDeviceWaitIdle(v->Device); check_vk_result(err); ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); bd->VulkanInitInfo.MinImageCount = min_image_count; } // Register a texture // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; // Create Descriptor Set: VkDescriptorSet descriptor_set; { VkDescriptorSetAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; alloc_info.descriptorPool = v->DescriptorPool; alloc_info.descriptorSetCount = 1; alloc_info.pSetLayouts = &bd->DescriptorSetLayout; VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); check_vk_result(err); } // Update the Descriptor Set: { VkDescriptorImageInfo desc_image[1] = {}; desc_image[0].sampler = sampler; desc_image[0].imageView = image_view; desc_image[0].imageLayout = image_layout; VkWriteDescriptorSet write_desc[1] = {}; write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; write_desc[0].dstSet = descriptor_set; write_desc[0].descriptorCount = 1; write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; write_desc[0].pImageInfo = desc_image; vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL); } return descriptor_set; } //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) //------------------------------------------------------------------------- // You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 2) the upcoming multi-viewport feature will need them internally. // Generally we avoid exposing any kind of superfluous high-level helpers in the backends, // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) //------------------------------------------------------------------------- VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); IM_ASSERT(request_formats != NULL); IM_ASSERT(request_formats_count > 0); // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. uint32_t avail_count; vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL); ImVector<VkSurfaceFormatKHR> avail_format; avail_format.resize((int)avail_count); vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available if (avail_count == 1) { if (avail_format[0].format == VK_FORMAT_UNDEFINED) { VkSurfaceFormatKHR ret; ret.format = request_formats[0]; ret.colorSpace = request_color_space; return ret; } else { // No point in searching another format return avail_format[0]; } } else { // Request several formats, the first found will be used for (int request_i = 0; request_i < request_formats_count; request_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) return avail_format[avail_i]; // If none of the requested image formats could be found, use the first available return avail_format[0]; } } VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); IM_ASSERT(request_modes != NULL); IM_ASSERT(request_modes_count > 0); // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory uint32_t avail_count = 0; vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL); ImVector<VkPresentModeKHR> avail_modes; avail_modes.resize((int)avail_count); vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); for (int request_i = 0; request_i < request_modes_count; request_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) if (request_modes[request_i] == avail_modes[avail_i]) return request_modes[request_i]; return VK_PRESENT_MODE_FIFO_KHR; // Always available } void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); (void)physical_device; (void)allocator; // Create Command Buffers VkResult err; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; info.queueFamilyIndex = queue_family; err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); check_vk_result(err); } { VkCommandBufferAllocateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; info.commandPool = fd->CommandPool; info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; info.commandBufferCount = 1; err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); check_vk_result(err); } { VkFenceCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; info.flags = VK_FENCE_CREATE_SIGNALED_BIT; err = vkCreateFence(device, &info, allocator, &fd->Fence); check_vk_result(err); } { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); check_vk_result(err); err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); check_vk_result(err); } } } int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) { if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) return 3; if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) return 2; if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) return 1; IM_ASSERT(0); return 1; } // Also destroy old swap chain and in-flight frames data, if any. void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) { VkResult err; VkSwapchainKHR old_swapchain = wd->Swapchain; wd->Swapchain = VK_NULL_HANDLE; err = vkDeviceWaitIdle(device); check_vk_result(err); // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = NULL; wd->FrameSemaphores = NULL; wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); if (wd->Pipeline) vkDestroyPipeline(device, wd->Pipeline, allocator); // If min image count was not specified, request different count of images dependent on selected present mode if (min_image_count == 0) min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); // Create Swapchain { VkSwapchainCreateInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.surface = wd->Surface; info.minImageCount = min_image_count; info.imageFormat = wd->SurfaceFormat.format; info.imageColorSpace = wd->SurfaceFormat.colorSpace; info.imageArrayLayers = 1; info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; info.presentMode = wd->PresentMode; info.clipped = VK_TRUE; info.oldSwapchain = old_swapchain; VkSurfaceCapabilitiesKHR cap; err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); check_vk_result(err); if (info.minImageCount < cap.minImageCount) info.minImageCount = cap.minImageCount; else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) info.minImageCount = cap.maxImageCount; if (cap.currentExtent.width == 0xffffffff) { info.imageExtent.width = wd->Width = w; info.imageExtent.height = wd->Height = h; } else { info.imageExtent.width = wd->Width = cap.currentExtent.width; info.imageExtent.height = wd->Height = cap.currentExtent.height; } err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); check_vk_result(err); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL); check_vk_result(err); VkImage backbuffers[16] = {}; IM_ASSERT(wd->ImageCount >= min_image_count); IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); IM_ASSERT(wd->Frames == NULL); wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); for (uint32_t i = 0; i < wd->ImageCount; i++) wd->Frames[i].Backbuffer = backbuffers[i]; } if (old_swapchain) vkDestroySwapchainKHR(device, old_swapchain, allocator); // Create the Render Pass { VkAttachmentDescription attachment = {}; attachment.format = wd->SurfaceFormat.format; attachment.samples = VK_SAMPLE_COUNT_1_BIT; attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; VkAttachmentReference color_attachment = {}; color_attachment.attachment = 0; color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; VkSubpassDescription subpass = {}; subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &color_attachment; VkSubpassDependency dependency = {}; dependency.srcSubpass = VK_SUBPASS_EXTERNAL; dependency.dstSubpass = 0; dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; dependency.srcAccessMask = 0; dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; VkRenderPassCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; info.attachmentCount = 1; info.pAttachments = &attachment; info.subpassCount = 1; info.pSubpasses = &subpass; info.dependencyCount = 1; info.pDependencies = &dependency; err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); check_vk_result(err); // We do not create a pipeline by default as this is also used by examples' main.cpp, // but secondary viewport in multi-viewport mode may want to create one with: //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass); } // Create The Image Views { VkImageViewCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.format = wd->SurfaceFormat.format; info.components.r = VK_COMPONENT_SWIZZLE_R; info.components.g = VK_COMPONENT_SWIZZLE_G; info.components.b = VK_COMPONENT_SWIZZLE_B; info.components.a = VK_COMPONENT_SWIZZLE_A; VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; info.subresourceRange = image_range; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; info.image = fd->Backbuffer; err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); check_vk_result(err); } } // Create Framebuffer { VkImageView attachment[1]; VkFramebufferCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; info.renderPass = wd->RenderPass; info.attachmentCount = 1; info.pAttachments = attachment; info.width = wd->Width; info.height = wd->Height; info.layers = 1; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; attachment[0] = fd->BackbufferView; err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); check_vk_result(err); } } } // Create or resize window void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); (void)instance; ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass); ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); } void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) { vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) //vkQueueWaitIdle(bd->Queue); for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = NULL; wd->FrameSemaphores = NULL; vkDestroyPipeline(device, wd->Pipeline, allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); *wd = ImGui_ImplVulkanH_Window(); } void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) { vkDestroyFence(device, fd->Fence, allocator); vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); vkDestroyCommandPool(device, fd->CommandPool, allocator); fd->Fence = VK_NULL_HANDLE; fd->CommandBuffer = VK_NULL_HANDLE; fd->CommandPool = VK_NULL_HANDLE; vkDestroyImageView(device, fd->BackbufferView, allocator); vkDestroyFramebuffer(device, fd->Framebuffer, allocator); } void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) { vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; } void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } buffers->VertexBufferSize = 0; buffers->IndexBufferSize = 0; } void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) { for (uint32_t n = 0; n < buffers->Count; n++) ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); IM_FREE(buffers->FrameRenderBuffers); buffers->FrameRenderBuffers = NULL; buffers->Index = 0; buffers->Count = 0; } void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator) { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int n = 0; n < platform_io.Viewports.Size; n++) if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData) ImGui_ImplVulkanH_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)(); viewport->RendererUserData = vd; ImGui_ImplVulkanH_Window* wd = &vd->Window; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; // Create surface ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface); check_vk_result(err); // Check for WSI support VkBool32 res; vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res); if (res != VK_TRUE) { IM_ASSERT(0); // Error: no WSI support on physical device return; } // Select Surface Format const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); // Select Present Mode // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode); // Create SwapChain, RenderPass, Framebuffer, etc. wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); vd->WindowOwned = true; } static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData) { ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (vd->WindowOwned) ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator); ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator); IM_DELETE(vd); } viewport->RendererUserData = NULL; } static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; if (vd == NULL) // This is NULL for the main viewport (which is left to the user/app to handle) return; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount); } static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; ImGui_ImplVulkanH_Window* wd = &vd->Window; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; { { err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex); check_vk_result(err); fd = &wd->Frames[wd->FrameIndex]; } for (;;) { err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100); if (err == VK_SUCCESS) break; if (err == VK_TIMEOUT) continue; check_vk_result(err); } { err = vkResetCommandPool(v->Device, fd->CommandPool, 0); check_vk_result(err); VkCommandBufferBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; err = vkBeginCommandBuffer(fd->CommandBuffer, &info); check_vk_result(err); } { ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); VkRenderPassBeginInfo info = {}; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.renderPass = wd->RenderPass; info.framebuffer = fd->Framebuffer; info.renderArea.extent.width = wd->Width; info.renderArea.extent.height = wd->Height; info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1; info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? NULL : &wd->ClearValue; vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); } } ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline); { vkCmdEndRenderPass(fd->CommandBuffer); { VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; VkSubmitInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; info.waitSemaphoreCount = 1; info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore; info.pWaitDstStageMask = &wait_stage; info.commandBufferCount = 1; info.pCommandBuffers = &fd->CommandBuffer; info.signalSemaphoreCount = 1; info.pSignalSemaphores = &fsd->RenderCompleteSemaphore; err = vkEndCommandBuffer(fd->CommandBuffer); check_vk_result(err); err = vkResetFences(v->Device, 1, &fd->Fence); check_vk_result(err); err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence); check_vk_result(err); } } } static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; ImGui_ImplVulkanH_Window* wd = &vd->Window; ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; uint32_t present_index = wd->FrameIndex; ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; info.pWaitSemaphores = &fsd->RenderCompleteSemaphore; info.swapchainCount = 1; info.pSwapchains = &wd->Swapchain; info.pImageIndices = &present_index; err = vkQueuePresentKHR(v->Queue, &info); if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); else check_vk_result(err); wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences() wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores } void ImGui_ImplVulkan_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler."); platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize; platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow; platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers; } void ImGui_ImplVulkan_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_android.cpp
.cpp
15,259
277
// dear imgui: Platform Binding for Android native app // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // Implemented features: // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // Missing features: // [ ] Platform: Clipboard support. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) // - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2021-03-04: Initial version. #include "imgui.h" #include "imgui_impl_android.h" #include <time.h> #include <android/native_window.h> #include <android/input.h> #include <android/keycodes.h> #include <android/log.h> // Android data static double g_Time = 0.0; static ANativeWindow* g_Window; static char g_LogTag[] = "ImGuiExample"; static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) { switch (key_code) { case AKEYCODE_TAB: return ImGuiKey_Tab; case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; case AKEYCODE_MOVE_END: return ImGuiKey_End; case AKEYCODE_INSERT: return ImGuiKey_Insert; case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; case AKEYCODE_DEL: return ImGuiKey_Backspace; case AKEYCODE_SPACE: return ImGuiKey_Space; case AKEYCODE_ENTER: return ImGuiKey_Enter; case AKEYCODE_ESCAPE: return ImGuiKey_Escape; case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; case AKEYCODE_COMMA: return ImGuiKey_Comma; case AKEYCODE_MINUS: return ImGuiKey_Minus; case AKEYCODE_PERIOD: return ImGuiKey_Period; case AKEYCODE_SLASH: return ImGuiKey_Slash; case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; case AKEYCODE_EQUALS: return ImGuiKey_Equal; case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; case AKEYCODE_BREAK: return ImGuiKey_Pause; case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; case AKEYCODE_MENU: return ImGuiKey_Menu; case AKEYCODE_0: return ImGuiKey_0; case AKEYCODE_1: return ImGuiKey_1; case AKEYCODE_2: return ImGuiKey_2; case AKEYCODE_3: return ImGuiKey_3; case AKEYCODE_4: return ImGuiKey_4; case AKEYCODE_5: return ImGuiKey_5; case AKEYCODE_6: return ImGuiKey_6; case AKEYCODE_7: return ImGuiKey_7; case AKEYCODE_8: return ImGuiKey_8; case AKEYCODE_9: return ImGuiKey_9; case AKEYCODE_A: return ImGuiKey_A; case AKEYCODE_B: return ImGuiKey_B; case AKEYCODE_C: return ImGuiKey_C; case AKEYCODE_D: return ImGuiKey_D; case AKEYCODE_E: return ImGuiKey_E; case AKEYCODE_F: return ImGuiKey_F; case AKEYCODE_G: return ImGuiKey_G; case AKEYCODE_H: return ImGuiKey_H; case AKEYCODE_I: return ImGuiKey_I; case AKEYCODE_J: return ImGuiKey_J; case AKEYCODE_K: return ImGuiKey_K; case AKEYCODE_L: return ImGuiKey_L; case AKEYCODE_M: return ImGuiKey_M; case AKEYCODE_N: return ImGuiKey_N; case AKEYCODE_O: return ImGuiKey_O; case AKEYCODE_P: return ImGuiKey_P; case AKEYCODE_Q: return ImGuiKey_Q; case AKEYCODE_R: return ImGuiKey_R; case AKEYCODE_S: return ImGuiKey_S; case AKEYCODE_T: return ImGuiKey_T; case AKEYCODE_U: return ImGuiKey_U; case AKEYCODE_V: return ImGuiKey_V; case AKEYCODE_W: return ImGuiKey_W; case AKEYCODE_X: return ImGuiKey_X; case AKEYCODE_Y: return ImGuiKey_Y; case AKEYCODE_Z: return ImGuiKey_Z; case AKEYCODE_F1: return ImGuiKey_F1; case AKEYCODE_F2: return ImGuiKey_F2; case AKEYCODE_F3: return ImGuiKey_F3; case AKEYCODE_F4: return ImGuiKey_F4; case AKEYCODE_F5: return ImGuiKey_F5; case AKEYCODE_F6: return ImGuiKey_F6; case AKEYCODE_F7: return ImGuiKey_F7; case AKEYCODE_F8: return ImGuiKey_F8; case AKEYCODE_F9: return ImGuiKey_F9; case AKEYCODE_F10: return ImGuiKey_F10; case AKEYCODE_F11: return ImGuiKey_F11; case AKEYCODE_F12: return ImGuiKey_F12; default: return ImGuiKey_None; } } int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event) { ImGuiIO& io = ImGui::GetIO(); int32_t event_type = AInputEvent_getType(input_event); switch (event_type) { case AINPUT_EVENT_TYPE_KEY: { int32_t event_key_code = AKeyEvent_getKeyCode(input_event); int32_t event_scan_code = AKeyEvent_getScanCode(input_event); int32_t event_action = AKeyEvent_getAction(input_event); int32_t event_meta_state = AKeyEvent_getMetaState(input_event); io.AddKeyEvent(ImGuiKey_ModCtrl, (event_meta_state & AMETA_CTRL_ON) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (event_meta_state & AMETA_SHIFT_ON) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (event_meta_state & AMETA_ALT_ON) != 0); io.AddKeyEvent(ImGuiKey_ModSuper, (event_meta_state & AMETA_META_ON) != 0); switch (event_action) { // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer // goes up from a key. We use a simple key event queue/ and process one event per key per frame in // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 case AKEY_EVENT_ACTION_DOWN: case AKEY_EVENT_ACTION_UP: { ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP)) { io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); io.SetKeyEventNativeData(key, event_key_code, event_scan_code); } break; } default: break; } break; } case AINPUT_EVENT_TYPE_MOTION: { int32_t event_action = AMotionEvent_getAction(input_event); int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; event_action &= AMOTION_EVENT_ACTION_MASK; switch (event_action) { case AMOTION_EVENT_ACTION_DOWN: case AMOTION_EVENT_ACTION_UP: // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, // but we have to process them separately to identify the actual button pressed. This is done below via // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) { io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); } break; case AMOTION_EVENT_ACTION_BUTTON_PRESS: case AMOTION_EVENT_ACTION_BUTTON_RELEASE: { int32_t button_state = AMotionEvent_getButtonState(input_event); io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); } break; case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); break; case AMOTION_EVENT_ACTION_SCROLL: io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); break; default: break; } } return 1; default: break; } return 0; } bool ImGui_ImplAndroid_Init(ANativeWindow* window) { g_Window = window; g_Time = 0.0; // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendPlatformName = "imgui_impl_android"; return true; } void ImGui_ImplAndroid_Shutdown() { } void ImGui_ImplAndroid_NewFrame() { ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int32_t window_width = ANativeWindow_getWidth(g_Window); int32_t window_height = ANativeWindow_getHeight(g_Window); int display_width = window_width; int display_height = window_height; io.DisplaySize = ImVec2((float)window_width, (float)window_height); if (window_width > 0 && window_height > 0) io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); // Setup time step struct timespec current_timespec; clock_gettime(CLOCK_MONOTONIC, &current_timespec); double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); g_Time = current_time; }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_win32.h
.h
3,240
46
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); // Win32 message handler your application need to call. // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. // - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. #if 0 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif // DPI-related helpers (optional) // - Use to enable DPI awareness without having to create an application manifest. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor // Transparency related helpers (optional) [experimental] // - Use to enable alpha compositing transparency with the desktop. // - Use together with e.g. clearing your framebuffer with zero-alpha. IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui.cpp
.cpp
964,405
19,190
// dear imgui, v1.89 WIP // (main code and documentation) // Help: // - Read FAQ at http://dearimgui.org/faq // - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for details, links and comments. // Resources: // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases // - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues // Getting Started? // - For first-time users having issues compiling/linking/running or issues loading fonts: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // 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 invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". // Individuals: you can support continued development via donations. See docs/README or web page. // 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 - END-USER 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 - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - API BREAKING CHANGES (read me when you update!) - FREQUENTLY ASKED QUESTIONS (FAQ) - Read all answers online: https://www.dearimgui.org/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) // [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 // [SECTION] ImGuiListClipper // [SECTION] STYLING // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) // [SECTION] INPUTS // [SECTION] ERROR CHECKING // [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS // [SECTION] VIEWPORTS, PLATFORM WINDOWS // [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW // [SECTION] DEBUG LOG WINDOW // [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, 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 for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: - Doesn't look fancy, doesn't animate. - Limited layout features, intricate layouts are typically crafted in code. END-USER GUIDE ============== - Double-click on title bar to collapse window. - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). - Click and drag on any empty space to move window. - TAB/SHIFT+TAB to cycle through keyboard editable fields. - CTRL+Click on a slider or drag box to input value as text. - Use mouse wheel to scroll. - Text editor: - Hold SHIFT or use mouse to select text. - CTRL+Left/Right to word jump. - CTRL+Shift+Left/Right to select words. - CTRL+A our Double-Click to select all. - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - CTRL+Z,CTRL+Y to undo/redo. - ESCAPE to revert text to its original value. - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE ================ READ FIRST ---------- - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) - Your code creates the UI, 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. - 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. - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - 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. - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. - 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. However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- - 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 --------------------------------------------------------------- - 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 -------------------------------------- EXHIBIT 1: 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 screen ImGui::Render(); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); } // Shutdown ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE // 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. // Build and load the texture atlas into a texture // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) int width, height; unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // At this point you've got the texture data and you need to upload that to your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) io.Fonts->SetTexID((void*)texture); // 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! // Render dear imgui, swap buffers // (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(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); MyImGuiRenderFunction(draw_data); SwapBuffers(); } // 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 and example applications for details about this! HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. void void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches // (some elements visible outside their bounds) but you can fix that once everything else works! // - Clipping coordinates are provided in imgui coordinates space: // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); // The texture for the draw call is specified by pcmd->GetTexID(). // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); // Render 'pcmd->ElemCount/3' indexed triangles. // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); } } } } USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS ------------------------------------------ - The gamepad/keyboard navigation is fairly functional and keeps being improved. - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - 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 (and usually goes false when mouse is used). - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - Backend: 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.). - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - 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. - Mouse: - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 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) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. Enabling ImGuiConfigFlags_NavEnableSetMousePos + 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, imgui will misbehave as it will see your mouse moving back and 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.) 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. (Docking/Viewport Branch) - 2022/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - likewise io.MousePos and GetMousePos() will use OS coordinates. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. - 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 inputing 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(). Removed GetKeyIndex(), now unecessary. 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 stil function with legacy key codes). - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX 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 ImGuiKey_ModXXX 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 explicily 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.org/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/ and explore them. - 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. - Dozens of 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.org/faq for details. Q&A: Integration ================ Q: How to get started? A: 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.org/faq for a fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, 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.org/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 works? Q: How can I use my own math types instead of ImVec2/ImVec4? 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.org/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.org/faq and https://github.com/ocornut/imgui/edit/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.org/faq Q&A: Community ============== Q: How can I help? A: - Businesses: please reach out to "contact AT dearimgui.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 can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt 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 #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" // System includes #include <ctype.h> // toupper #include <stdio.h> // vsnprintf, sscanf, printf #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include <stddef.h> // intptr_t #else #include <stdint.h> // intptr_t #endif // [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_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 <Windows.h> // _wfopen, OpenClipboard #else #include <windows.h> #endif #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS #endif #endif // [Apple] OS specific includes #if defined(__APPLE__) #include <TargetConditionals.h> #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 a 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-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 "-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 "-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 "-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 #elif defined(__GNUC__) // We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following 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 "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type '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 #endif // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window #define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // 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 // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). 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 = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. // Docking static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. static const float DOCKING_SPLITTER_SIZE = 2.0f; //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS //------------------------------------------------------------------------- static void SetCurrentWindow(ImGuiWindow* window); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* 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 IO functions static const char* GetClipboardTextFn_DefaultImpl(void* user_data); static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); namespace ImGui { // Navigation static void NavUpdate(); static void NavUpdateWindowing(); 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); static void NavApplyItemToResult(ImGuiNavItemData* result); static void NavProcessItem(); static void NavProcessItemForTabbingRequest(ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); static void NavRestoreHighlightAfterMove(); static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking and Debug Tools static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); static void UpdateDebugToolItemPicker(); static void UpdateDebugToolStackQueries(); // Misc static void UpdateSettings(); static void UpdateKeyboardInputs(); static void UpdateMouseInputs(); static void UpdateMouseWheel(); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, 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 ImGuiWindow* FindBlockingModal(ImGuiWindow* window); // 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 ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); static void DestroyViewport(ImGuiViewportP* viewport); static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); static void WindowSelectViewport(ImGuiWindow* window); static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); static int FindPlatformMonitorForPos(const ImVec2& pos); static int FindPlatformMonitorForRect(const ImRect& r); static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); } //----------------------------------------------------------------------------- // [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) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() { 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. 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 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. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. 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. 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. // Default theme ImGui::StyleColorsDark(this); } // To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. // 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) { WindowPadding = ImFloor(WindowPadding * scale_factor); WindowRounding = ImFloor(WindowRounding * scale_factor); WindowMinSize = ImFloor(WindowMinSize * scale_factor); ChildRounding = ImFloor(ChildRounding * scale_factor); PopupRounding = ImFloor(PopupRounding * scale_factor); FramePadding = ImFloor(FramePadding * scale_factor); FrameRounding = ImFloor(FrameRounding * scale_factor); ItemSpacing = ImFloor(ItemSpacing * scale_factor); ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); CellPadding = ImFloor(CellPadding * scale_factor); TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); IndentSpacing = ImFloor(IndentSpacing * scale_factor); ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); GrabMinSize = ImFloor(GrabMinSize * scale_factor); GrabRounding = ImFloor(GrabRounding * scale_factor); LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); TabRounding = ImFloor(TabRounding * scale_factor); TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImFloor(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"; MouseDoubleClickTime = 0.30f; MouseDoubleClickMaxDist = 6.0f; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; #endif KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; Fonts = NULL; FontGlobalScale = 1.0f; FontDefault = NULL; FontAllowUserScaling = false; DisplayFramebufferScale = ImVec2(1.0f, 1.0f); // Docking options (when ImGuiConfigFlags_DockingEnable is set) ConfigDockingNoSplit = false; ConfigDockingWithShift = false; ConfigDockingAlwaysTabBar = false; ConfigDockingTransparentPayload = false; // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) ConfigViewportsNoAutoMerge = false; ConfigViewportsNoTaskBarIcon = false; ConfigViewportsNoDecoration = true; ConfigViewportsNoDefaultParent = 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; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; ConfigMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); MouseDragThreshold = 6.0f; 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; BackendUsingLegacyKeyArrays = (ImS8)-1; BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // 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) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); if (c == 0 || !AppAcceptingEvents) return; ImGuiInputEvent e; e.Type = ImGuiInputEventType_Text; e.Source = ImGuiInputSource_Keyboard; 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); if (c != 0) AddInputCharacter(c); } } void ImGuiIO::ClearInputCharacters() { InputQueueCharacters.resize(0); } void ImGuiIO::ClearInputKeys() { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO memset(KeysDown, 0, sizeof(KeysDown)); #endif for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) { KeysData[n].Down = false; KeysData[n].DownDuration = -1.0f; KeysData[n].DownDurationPrev = -1.0f; } KeyCtrl = KeyShift = KeyAlt = KeySuper = false; KeyMods = ImGuiModFlags_None; } // 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 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); } if (key == ImGuiKey_None || !AppAcceptingEvents) return; ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); IM_ASSERT(ImGui::IsNamedKey(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)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); if (BackendUsingLegacyKeyArrays == -1) for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); BackendUsingLegacyKeyArrays = 0; #endif if (ImGui::IsGamepadKey(key)) BackendUsingLegacyNavInputArray = false; // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed) ImGuiKeyData* key_data = ImGui::GetKeyData(key); if (key_data->Down == down && key_data->AnalogValue == analog_value) { bool found = false; for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--) if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key) found = true; if (!found) return; } // Add event ImGuiInputEvent e; e.Type = ImGuiInputEventType_Key; e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; 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(native_legacy_index)); // >= 0 && <= 511 IM_UNUSED(native_keycode); // Yet unused IM_UNUSED(native_scancode); // Yet unused // Build native->imgui map so old user code can still call key functions with native 0..511 values. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; if (!ImGui::IsLegacyKey(legacy_key)) return; KeyMap[legacy_key] = key; KeyMap[key] = legacy_key; #else IM_UNUSED(key); IM_UNUSED(native_legacy_index); #endif } // 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) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); if (!AppAcceptingEvents) return; ImGuiInputEvent e; e.Type = ImGuiInputEventType_MousePos; e.Source = ImGuiInputSource_Mouse; e.MousePos.PosX = x; e.MousePos.PosY = y; g.InputEventsQueue.push_back(e); } void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); if (!AppAcceptingEvents) return; ImGuiInputEvent e; e.Type = ImGuiInputEventType_MouseButton; e.Source = ImGuiInputSource_Mouse; e.MouseButton.Button = mouse_button; e.MouseButton.Down = down; g.InputEventsQueue.push_back(e); } // Queue a mouse wheel event (most mouse/API will only have a Y component) void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); if ((wheel_x == 0.0f && wheel_y == 0.0f) || !AppAcceptingEvents) return; ImGuiInputEvent e; e.Type = ImGuiInputEventType_MouseWheel; e.Source = ImGuiInputSource_Mouse; e.MouseWheel.WheelX = wheel_x; e.MouseWheel.WheelY = wheel_y; g.InputEventsQueue.push_back(e); } void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); ImGuiInputEvent e; e.Type = ImGuiInputEventType_MouseViewport; e.Source = ImGuiInputSource_Mouse; e.MouseViewport.HoveredViewportID = viewport_id; g.InputEventsQueue.push_back(e); } void ImGuiIO::AddFocusEvent(bool focused) { ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); ImGuiInputEvent e; e.Type = ImGuiInputEventType_Focus; e.AppFocused.Focused = focused; g.InputEventsQueue.push_back(e); } //----------------------------------------------------------------------------- // [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 = toupper(*str2) - toupper(*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 = toupper(*str2) - toupper(*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 = strlen(str); void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; size_t src_size = strlen(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*)memchr(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*)memchr(str, '\n', str_end - str); return p ? p : str_end; } const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line { 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 + strlen(needle); const char un0 = (char)toupper(*needle); while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) { if (toupper(*haystack) == un0) { const char* b = needle + 1; for (const char* a = haystack + 1; b < needle_end; a++, b++) if (toupper(*a) != toupper(*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 #define STB_SPRINTF_IMPLEMENTATION #ifdef IMGUI_STB_SPRINTF_FILENAME #include IMGUI_STB_SPRINTF_FILENAME #else #include "stb_sprintf.h" #endif #endif #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, ...) { ImGuiContext& g = *GImGui; va_list args; va_start(args, fmt); 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; } va_end(args); } void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) { ImGuiContext& g = *GImGui; 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; } } // 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] = { 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, }; // 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, ImU32 seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; const ImU32* crc32_lut = GCrc32LookupTable; while (data_size-- != 0) crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; return ~crc; } // 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, ImU32 seed) { seed = ~seed; ImU32 crc = seed; const unsigned char* data = (const unsigned char*)data_p; const ImU32* crc32_lut = GCrc32LookupTable; if (data_size != 0) { while (data_size-- != 0) { unsigned char c = *data++; if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } } else { while (unsigned char c = *data++) { if (c == '#' && data[0] == '#' && data[1] == '#') crc = seed; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; } } 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(__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); ImVector<ImWchar> buf; buf.resize(filename_wsize + mode_wsize); ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); #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) //----------------------------------------------------------------------------- // 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; 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? 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); if (c == 0) break; *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); if (c == 0) break; 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; } const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) { int count = ImTextCharToUtf8_inline(out_buf, 5, c); out_buf[count] = 0; return out_buf; } // 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; } //----------------------------------------------------------------------------- // [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 static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key) { ImGuiStorage::ImGuiStoragePair* first = data.Data; ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; size_t count = (size_t)(last - first); while (count > 0) { size_t count2 = count >> 1; ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { first = ++mid; count -= count2 + 1; } else { count = count2; } } return first; } // 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() { struct StaticFunc { 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. if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key); if (it == Data.end() || 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 = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_f; } void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key); if (it == Data.end() || 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 = LowerBound(Data, key); if (it == Data.end() || 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 = LowerBound(Data, key); if (it == Data.end() || 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 = LowerBound(Data, key); if (it == Data.end() || 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 = LowerBound(Data, key); if (it == Data.end() || it->key != key) { Data.insert(it, ImGuiStoragePair(key, val)); return; } 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 = LowerBound(Data, key); if (it == Data.end() || it->key != key) { Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_f = val; } void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_p = val; } void ImGuiStorage::SetAllInt(int v) { for (int i = 0; i < Data.Size; i++) Data[i].val_i = v; } //----------------------------------------------------------------------------- // [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<ImGuiTextRange>* 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 + strlen(InputBuf)); input_range.split(',', &Filters); CountGrep = 0; for (int i = 0; i != Filters.Size; i++) { ImGuiTextRange& f = Filters[i]; 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 (Filters[i].b[0] != '-') CountGrep += 1; } } bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const { if (Filters.empty()) return true; if (text == NULL) text = ""; for (int i = 0; i != Filters.Size; i++) { const ImGuiTextRange& f = Filters[i]; if (f.empty()) 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 //----------------------------------------------------------------------------- // 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)strlen(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); } //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper // This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed // the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- // 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); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy helper to calculate coarse clipping of large list of evenly sized items. // This legacy API is not ideal because it assume we will return a single contiguous rectangle. // Prefer using ImGuiListClipper which can returns non-contiguous ranges. void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.LogEnabled) { // If logging is active, do not perform any clipping *out_items_display_start = 0; *out_items_display_end = items_count; return; } if (GetSkipItemForListClipping()) { *out_items_display_start = *out_items_display_end = 0; return; } // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. ImRect rect = window->ClipRect; if (g.NavMoveScoringItems) rect.Add(g.NavScoringNoClipRect); if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel const ImVec2 pos = window->DC.CursorPos; int start = (int)((rect.Min.y - pos.y) / items_height); int end = (int)((rect.Max.y - pos.y) / items_height); // When performing a navigation request, ensure we have one item extra in the direction we are moving to // FIXME: Verify this works with tabbing const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) start--; if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) end++; start = ImClamp(start, 0, items_count); end = ImClamp(end + 1, start, items_count); *out_items_display_start = start; *out_items_display_end = end; } #endif static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& 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; // Can't do without fixing TableEndRow() table->RowBgColorCounter += row_increase; } } static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) { // StartPosY starts from ItemsFrozen hence the subtraction // Perform the add and multiply with double to allow seeking through larger ranges ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); } ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); ItemsCount = -1; } ImGuiListClipper::~ImGuiListClipper() { End(); } // Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 // Use case B: Begin() called from constructor with items_height>0 // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int items_count, float items_height) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; 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; } void ImGuiListClipper::End() { ImGuiContext& g = *GImGui; 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. if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) ImGuiListClipper_SeekCursorForItem(this, 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::ForceDisplayRangeByIndices(int item_min, int item_max) { 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_min <= item_max); if (item_min < item_max) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); } bool ImGuiListClipper::Step() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiListClipperData* data = (ImGuiListClipperData*)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 (ItemsCount == 0 || GetSkipItemForListClipping()) return (void)End(), 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) { DisplayStart = data->ItemsFrozen; DisplayEnd = data->ItemsFrozen + 1; if (DisplayStart >= ItemsCount) return (void)End(), false; 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) { StartPosY = window->DC.CursorPos.y; if (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)); DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); if (DisplayStart == DisplayEnd) return (void)End(), false; 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 (ItemsHeight <= 0.0f) { IM_ASSERT(data->StepNo == 1); if (table) IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); if (affected_by_floating_point_precision) ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. IM_ASSERT(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 = DisplayEnd; if (calc_clipping) { if (g.LogEnabled) { // If logging is active, do not perform any clipping data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, 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.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, 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 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(window->ClipRect.Min.y, window->ClipRect.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 (int i = 0; i < data->Ranges.Size; i++) if (data->Ranges[i].PosToIndexConvert) { int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight); int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f); data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); data->Ranges[i].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. if (data->StepNo < data->Ranges.Size) { DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); if (DisplayStart > already_submitted) //-V1051 ImGuiListClipper_SeekCursorForItem(this, DisplayStart); data->StepNo++; 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 (ItemsCount < INT_MAX) ImGuiListClipper_SeekCursorForItem(this, ItemsCount); End(); return false; } //----------------------------------------------------------------------------- // [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) { ImGuiStyle& style = GImGui->Style; if (style.Alpha >= 1.0f) return col; ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.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); 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); g.Style.Colors[idx] = col; } void ImGui::PopStyleColor(int count) { ImGuiContext& g = *GImGui; while (count > 0) { ImGuiColorMod& backup = g.ColorStack.back(); g.Style.Colors[backup.Col] = backup.BackupValue; g.ColorStack.pop_back(); count--; } } struct ImGuiStyleVarInfo { ImGuiDataType Type; ImU32 Count; ImU32 Offset; void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } }; static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = { ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive }; static const ImGuiStyleVarInfo GStyleVarInfo[] = { { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign }; static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) { IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); return &GStyleVarInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { ImGuiContext& g = *GImGui; float* pvar = (float*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) { ImGuiContext& g = *GImGui; ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); } void ImGui::PopStyleVar(int count) { ImGuiContext& g = *GImGui; 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* info = GetStyleVarInfo(backup.VarIdx); void* data = info->GetVarPtr(&g.Style); if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } else if (info->Type == ImGuiDataType_Float && 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_Tab: return "Tab"; case ImGuiCol_TabHovered: return "TabHovered"; case ImGuiCol_TabActive: return "TabActive"; case ImGuiCol_TabUnfocused: return "TabUnfocused"; case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; case ImGuiCol_DockingPreview: return "DockingPreview"; case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; 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_TextSelectedBg: return "TextSelectedBg"; case ImGuiCol_DragDropTarget: return "DragDropTarget"; case ImGuiCol_NavHighlight: return "NavHighlight"; 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 + strlen(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 + strlen(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) 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) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. // 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. void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, 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 + 4), IM_COL32(0, 0, 255, 255)); //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 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 const ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; const char* text_end_ellipsis = NULL; ImWchar ellipsis_char = font->EllipsisChar; int ellipsis_char_count = 1; if (ellipsis_char == (ImWchar)-1) { ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis if (ellipsis_char_count > 1) { // Full ellipsis size without free spacing after it. const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; } // 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_total_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; if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { // Always display at least 1 character if there's no room for character + ellipsis text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, 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, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); float ellipsis_x = pos_min.x + text_size_clipped_x; if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) for (int i = 0; i < ellipsis_char_count; i++) { font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); ellipsis_x += ellipsis_glyph_width; } } else { RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), 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 border, 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 (border && 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::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) { ImGuiContext& g = *GImGui; if (id != g.NavId) return; if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) return; ImGuiWindow* window = g.CurrentWindow; if (window->DC.NavHideHighlightOneFrame) return; float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); if (flags & ImGuiNavHighlightFlags_TypeDefault) { const float THICKNESS = 2.0f; 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 + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } if (flags & ImGuiNavHighlightFlags_TypeThin) { window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); } } void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { ImGuiContext& g = *GImGui; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; for (int n = 0; n < g.Viewports.Size; n++) { // 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 (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) continue; ImGuiViewportP* viewport = g.Viewports[n]; const ImVec2 pos = base_pos - offset; const float scale = base_scale * viewport->DpiScale; if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); draw_list->PopTextureID(); } } //----------------------------------------------------------------------------- // [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* context, const char* name) : DrawListInst(NULL) { memset(this, 0, sizeof(*this)); Name = ImStrdup(name); NameBufLen = (int)strlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); ViewportAllowPlatformMonitorExtend = -1; ViewportPos = ImVec2(FLT_MAX, FLT_MAX); MoveId = GetID("#MOVE"); TabId = GetID("#TAB"); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); AutoFitFramesX = AutoFitFramesY = -1; AutoPosLastDirection = ImGuiDir_None; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; LastFrameJustFocused = -1; LastTimeActive = -1.0f; FontWindowScale = FontDpiScale = 1.0f; SettingsOffset = -1; DockOrder = -1; DrawList = &DrawListInst; DrawList->_Data = &context->DrawListSharedData; DrawList->_OwnerName = Name; IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } ImGuiWindow::~ImGuiWindow() { IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); ColumnsStorage.clear_destruct(); } 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); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } ImGuiID ImGuiWindow::GetID(int n) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } // This is only used in rare/specific situations to manufacture an ID out of nowhere. 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; } static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.CurrentWindow = window; g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } void ImGui::GcCompactTransientMiscBuffers() { ImGuiContext& g = *GImGui; g.ItemFlagsStack.clear(); g.GroupStack.clear(); TableGcCompactSettings(); } // 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; // 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. Cancelling 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"); g.MovingWindow = NULL; } // 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; if (id) { g.ActiveIdIsAlive = id; g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // 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.ActiveIdUsingKeyInputMask.ClearAllBits(); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO g.ActiveIdUsingNavInputMask = 0x00; #endif } void ImGui::ClearActiveID() { SetActiveID(0, NULL); // g.ActiveId = 0; } void ImGui::SetHoveredID(ImGuiID id) { ImGuiContext& g = *GImGui; g.HoveredId = id; g.HoveredIdAllowOverlap = false; g.HoveredIdUsingMouseWheel = 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; } // This is called by 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.ActiveIdPreviousFrame == id) g.ActiveIdPreviousFrameIsAlive = true; } void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely 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 need to fill the data. ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } static inline bool 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->RootWindowDockTree) if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) { // For the purpose of those flags we differentiate "standard popup" from "modal popup" // NB: The order of those two tests is important because Modal windows are also Popups. if (focused_root_window->Flags & ImGuiWindowFlags_Modal) return false; if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) return false; } // Filter by viewport if (window->Viewport != g.MouseViewport) if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) return false; return true; } // 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; if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) { if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; if (!IsItemFocused()) return false; } else { // Test for bounding box overlap, as updated as ItemAdd() ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function // 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_AllowWhenOverlapped) == 0) return false; // Test if another item is active (e.g. being dragged) if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap) if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) 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)) return false; // Test if the item is disabled if ((g.LastItemData.InFlags & 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 (g.LastItemData.ID == window->MoveId && window->WriteAccessed) return false; } return true; } // Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) return false; ImGuiWindow* window = g.CurrentWindow; if (g.HoveredWindow != window) return false; if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { g.HoveredIdDisabled = 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) SetHoveredID(id); // When disabled we'll return false but still set HoveredId ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); if (item_flags & ImGuiItemFlags_Disabled) { // Release active id if turning disabled if (g.ActiveId == id) ClearActiveID(); g.HoveredIdDisabled = true; return false; } if (id != 0) { // [DEBUG] Item Picker tool! // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). 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(); } if (g.NavDisableMouseHover) return false; return true; } 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.NavId)) if (!g.LogEnabled) return true; return false; } // This is also inlined in ItemAdd() // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; g.LastItemData.ID = item_id; g.LastItemData.InFlags = in_flags; g.LastItemData.StatusFlags = item_flags; g.LastItemData.Rect = item_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) { if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations++; return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); } // IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() { ImGuiContext& g = *GImGui; return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { ImGuiContext& g = *GImGui; if (g.IO.SetClipboardTextFn) g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() { return IMGUI_VERSION; } // 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); } // 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 (int n = 0; n < g.Hooks.Size; n++) if (g.Hooks[n].HookId == hook_id) g.Hooks[n].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 (int n = 0; n < g.Hooks.Size; n++) if (g.Hooks[n].Type == hook_type) g.Hooks[n].Callback(&g, &g.Hooks[n]); } ImGuiIO& ImGui::GetIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->IO; } ImGuiPlatformIO& ImGui::GetPlatformIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); return GImGui->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* GetViewportDrawList(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->DrawLists)); ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; if (draw_list == NULL) { draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); draw_list->_OwnerName = drawlist_name; viewport->DrawLists[drawlist_no] = draw_list; } // Our ImDrawList system requires that there is always a command if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) { draw_list->_ResetForNewFrame(); draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; } return draw_list; } ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) { return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); } ImDrawList* ImGui::GetBackgroundDrawList() { ImGuiContext& g = *GImGui; return GetBackgroundDrawList(g.CurrentWindow->Viewport); } ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } ImDrawList* ImGui::GetForegroundDrawList() { ImGuiContext& g = *GImGui; return GetForegroundDrawList(g.CurrentWindow->Viewport); } 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); g.NavDisableHighlight = true; g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingAllKeyboardKeys(); bool can_move_window = true; if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; if (ImGuiDockNode* node = window->DockNodeAsHost) if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; if (can_move_window) g.MovingWindow = window; } // We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. // - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node. // - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window. void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node) { ImGuiContext& g = *GImGui; bool can_undock_node = false; if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0) { // Can undock if: // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy) // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows) ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. if (undock_floating_node || root_node->IsDockSpace()) can_undock_node = true; } const bool clicked = IsMouseClicked(0); const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); if (can_undock_node && dragging) DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) StartMouseMovingWindow(window); } // 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 synched 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->RootWindowDockTree); ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; // When a window stop being submitted while being dragged, it may will its viewport until next Begin() const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL); if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) { SetWindowPos(moving_window, pos, ImGuiCond_Always); if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. { moving_window->Viewport->Pos = pos; moving_window->Viewport->UpdateWorkRect(); } } FocusWindow(g.MovingWindow); } else { if (!window_disappared) { // Try to merge the window back into the main viewport. // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. if (!IsDragDropPayloadBeingAccepted()) g.MouseViewport = moving_window->Viewport; // Clear the NoInput window flag set by the Viewport system moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. } g.MovingWindow = NULL; 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 moving window when clicking on empty space or title bar. // Handle left-click and right-click focus. void ImGui::UpdateMouseMovingWindowEndFrame() { ImGuiContext& g = *GImGui; if (g.ActiveId != 0 || g.HoveredId != 0) 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, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) 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 // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly) if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) 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 (note that we know HoveredId == 0 already) if (g.HoveredIdDisabled) g.MovingWindow = NULL; } else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { // Clicking on void disable focus FocusWindow(NULL); } } // 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]) { // 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); } } // This is called during NewFrame()->UpdateViewportsNewFrame() only. // Need to keep in sync with SetWindowPos() static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) { window->Pos += delta; window->ClipRect.Translate(delta); window->OuterRectClipped.Translate(delta); window->InnerRect.Translate(delta); window->DC.CursorPos += delta; window->DC.CursorStartPos += delta; window->DC.CursorMaxPos += delta; window->DC.IdealMaxPos += delta; } static void ScaleWindow(ImGuiWindow* window, float scale) { ImVec2 origin = window->Viewport->Pos; window->Pos = ImFloor((window->Pos - origin) * scale + origin); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); window->ContentSize = ImFloor(window->ContentSize * scale); } static bool IsWindowActiveAndVisible(ImGuiWindow* window) { return (window->Active) && (!window->Hidden); } 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; } static void ImGui::UpdateKeyboardInputs() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; // Import legacy keys or verify they are not used #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO if (io.BackendUsingLegacyKeyArrays == 0) { // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); } else { if (g.FrameCount == 0) for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); // Build reverse KeyMap (Named -> Legacy) for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) if (io.KeyMap[n] != -1) { IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); io.KeyMap[io.KeyMap[n]] = n; } // Import legacy keys into new ones for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) { const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); io.KeysData[key].Down = io.KeysDown[n]; if (key != n) io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends io.BackendUsingLegacyKeyArrays = 1; } if (io.BackendUsingLegacyKeyArrays == 1) { io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl; io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift; io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt; io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper; } } #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) { #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); #undef NAV_MAP_KEY } #endif #endif // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools, update aliases io.KeyMods = GetMergedModFlags(); 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); // Clear gamepad data if disabled if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) { io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; } // Update keys for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) { ImGuiKeyData* key_data = &io.KeysData[i]; 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; } } static void ImGui::UpdateMouseInputs() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; // 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 = ImFloorSigned(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); // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. 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.NavDisableMouseHover = false; io.MousePosPrev = io.MousePos; 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; 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.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); 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 ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } // 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 gamepad/keyboard navigation if (io.MouseClicked[i]) g.NavDisableMouseHover = false; } } static void StartLockWheelingWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.WheelingWindow == window) return; g.WheelingWindow = window; g.WheelingWindowRefMousePos = g.IO.MousePos; g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; } void ImGui::UpdateMouseWheel() { ImGuiContext& g = *GImGui; // Reset the locked window if we move the mouse or after the timer elapses if (g.WheelingWindow != NULL) { g.WheelingWindowTimer -= g.IO.DeltaTime; if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) g.WheelingWindowTimer = 0.0f; if (g.WheelingWindowTimer <= 0.0f) { g.WheelingWindow = NULL; g.WheelingWindowTimer = 0.0f; } } const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel); const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX); const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY); float wheel_x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f; float wheel_y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0; if (wheel_x == 0.0f && wheel_y == 0.0f) return; ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; if (!window || 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) { StartLockWheelingWindow(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 = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); } return; } // Mouse wheel scrolling // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent if (g.IO.KeyCtrl) return; // 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) const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; if (swap_axis) { wheel_x = wheel_y; wheel_y = 0.0f; } // Vertical Mouse Wheel scrolling if (wheel_y != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { float max_step = window->InnerRect.GetHeight() * 0.67f; float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); } } // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held if (wheel_x != 0.0f) { StartLockWheelingWindow(window); while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { float max_step = window->InnerRect.GetWidth() * 0.67f; float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); } } } // 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() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // 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; FindHoveredWindow(); IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? clear_hovered_windows = true; // Disabled mouse? 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]) 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) if (g.WantCaptureKeyboardNextFrame != -1) io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) io.WantCaptureKeyboard = true; // 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; } // [Internal] Do not use directly (can read io.KeyMods instead) ImGuiModFlags ImGui::GetMergedModFlags() { ImGuiContext& g = *GImGui; ImGuiModFlags key_mods = ImGuiModFlags_None; if (g.IO.KeyCtrl) { key_mods |= ImGuiModFlags_Ctrl; } if (g.IO.KeyShift) { key_mods |= ImGuiModFlags_Shift; } if (g.IO.KeyAlt) { key_mods |= ImGuiModFlags_Alt; } if (g.IO.KeySuper) { key_mods |= ImGuiModFlags_Super; } return key_mods; } 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 g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; ErrorCheckNewFrameSanityChecks(); g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; // Load settings on first frame, save settings when modified (after a delay) UpdateSettings(); g.Time += g.IO.DeltaTime; g.WithinFrameScope = true; 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; UpdateViewportsNewFrame(); // Setup current font and draw list shared data // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! g.IO.Fonts->Locked = true; SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) virtual_space.Add(g.Viewports[n]->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.Font->ContainerAtlas->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; // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawData = NULL; viewport->DrawDataP.Clear(); } // 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); // 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.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = 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.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) g.TempInputId = 0; if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingKeyInputMask.ClearAllBits(); } #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO if (g.ActiveId == 0) g.ActiveIdUsingNavInputMask = 0; else if (g.ActiveIdUsingNavInputMask != 0) { // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); } if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) SetActiveIdUsingKey(ImGuiKey_Escape); if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) IM_ASSERT(0); // Other values unsupported } #endif // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; g.DragDropAcceptIdCurr = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; g.DragDropWithinSource = false; g.DragDropWithinTarget = false; g.DragDropHoldJustPressedId = 0; // Close popups on focus lost (currently wip/opt-in) //if (g.IO.AppFocusLost) // ClosePopupsExceptModals(); // Process input queue (trickle as many events as possible) g.InputEventsTrail.resize(0); UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); // 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 gamepad/keyboard navigation NavUpdate(); // Update mouse input state UpdateMouseInputs(); // Undocking // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) DockContextNewFrameUpdateUndocking(&g); // Find hovered window // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) UpdateHoveredWindowAndCaptureFlags(); // 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 = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); // 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 (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; window->WasActive = window->Active; window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; // Garbage collect transient buffers of recently unused windows if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) GcCompactTransientWindowBuffers(window); } // 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 (int i = 0; i < g.TablesTempData.Size; i++) if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) TableGcCompactTransientBuffers(&g.TablesTempData[i]); 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); // 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_None); g.GroupStack.resize(0); // Docking DockContextNewFrameUpdateDocking(&g); // [DEBUG] Update debug features UpdateDebugToolItemPicker(); UpdateDebugToolStackQueries(); // 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 avoid ImGui:: calls from crashing. g.WithinFrameScopeWithImplicitWindow = true; SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } void ImGui::Initialize() { ImGuiContext& g = *GImGui; IM_ASSERT(!g.Initialized && !g.SettingsLoaded); // Add .ini handle for ImGuiWindow type { 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); } // Add .ini handle for ImGuiTable type TableSettingsAddSettingsHandler(); // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; viewport->Idx = 0; viewport->PlatformWindowCreated = true; viewport->Flags = ImGuiViewportFlags_OwnedByApp; g.Viewports.push_back(viewport); g.TempBuffer.resize(1024 * 3 + 1, 0); g.PlatformIO.Viewports.push_back(g.Viewports[0]); #ifdef IMGUI_HAS_DOCK // Initialize Docking DockContextInitialize(&g); #endif g.Initialized = true; } // This function is merely here to free heap allocations. void ImGui::Shutdown() { // 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) ImGuiContext& g = *GImGui; if (g.IO.Fonts && g.FontAtlasOwnedByContext) { g.IO.Fonts->Locked = false; IM_DELETE(g.IO.Fonts); } g.IO.Fonts = NULL; // 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); // Destroy platform windows DestroyPlatformWindows(); // Shutdown extensions DockContextShutdown(&g); 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 = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; g.ColorStack.clear(); g.StyleVarStack.clear(); g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; 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.ClipboardHandlerData.clear(); g.MenusIdSubmittedThisFrame.clear(); g.InputTextState.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.Initialized = false; } // 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<ImGuiWindow*>* 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 AddDrawListToDrawData(ImVector<ImDrawList*>* 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 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"); out_list->push_back(draw_list); } static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = window->Viewport; g.IO.MetricsRenderWindows++; if (window->Flags & ImGuiWindowFlags_DockNodeHost) window->DrawList->ChannelsMerge(); AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; 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)); } void ImDrawDataBuilder::FlattenIntoSingleLayer() { int n = Layers[0].Size; int size = n; for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) size += Layers[i].Size; Layers[0].resize(size); for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) { ImVector<ImDrawList*>& layer = Layers[layer_n]; if (layer.empty()) continue; memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); n += layer.Size; layer.resize(0); } } static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists) { // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, // and to allow applications/backends to easily skip rendering. // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. // This is because the work has been done already, and its wasted! We should fix that and add optimizations for // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0; ImGuiIO& io = ImGui::GetIO(); ImDrawData* draw_data = &viewport->DrawDataP; viewport->DrawData = draw_data; // Make publicly accessible draw_data->Valid = true; draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; draw_data->CmdListsCount = draw_lists->Size; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? draw_data->OwnerViewport = viewport; for (int n = 0; n < draw_lists->Size; n++) { ImDrawList* draw_list = draw_lists->Data[n]; draw_list->_PopUnusedDrawCmd(); draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; } } // 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. 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 ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) { for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); return window; } static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; ImGuiViewportP* viewport = window->Viewport; 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->RootWindowDockTree->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); // Ensure ImDrawCmd are not merged 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->PopClipRect(); draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. } // Draw over sibling docking nodes in a same docking tree if (window->RootWindow->DockIsActive) { ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); 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; ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; 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(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); viewports_already_dimmed[0] = modal_window->Viewport; } 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)); if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; // Draw border around CTRL+Tab target window ImGuiWindow* window = g.NavWindowingTargetAnim; ImGuiViewport* viewport = window->Viewport; 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); window->DrawList->PopClipRect(); } // Draw dimming background on _other_ viewports than the ones our windows are in for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) { ImGuiViewportP* viewport = g.Viewports[viewport_n]; if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) continue; if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); } } // 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; IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); CallContextHooks(&g, ImGuiContextHookType_EndFramePre); ErrorCheckEndFrameSanityChecks(); // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); g.IO.SetPlatformImeDataFn(viewport ? viewport : GetMainViewport(), &g.PlatformImeData); } // 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(); // Update docking DockContextEndFrame(&g); SetCurrentViewport(NULL, NULL); // 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.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); if (is_delivered || is_elapsed) ClearDragDrop(); } // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { g.DragDropWithinSource = true; SetTooltip("..."); g.DragDropWithinSource = false; } // End frame g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) UpdateViewportsEndFrame(); // 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 (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; 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; // Unlock font atlas g.IO.Fonts->Locked = false; // Clear Input data for next frame 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:: namspace 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(); const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; CallContextHooks(&g, ImGuiContextHookType_RenderPre); // Add background ImDrawList (for each active viewport) for (int n = 0; n != g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.Clear(); if (viewport->DrawLists[0] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); } // 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->RootWindowDockTree : NULL; windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; 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 modal/window whitening backgrounds if (first_render_of_frame) RenderDimmedBackgrounds(); // Draw software mouse cursor if requested by io.MouseDrawCursor flag if (g.IO.MouseDrawCursor && first_render_of_frame && 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 (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.FlattenIntoSingleLayer(); // Add foreground ImDrawList (for each active viewport) if (viewport->DrawLists[1] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); ImDrawData* draw_data = viewport->DrawData; g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } 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_FLOOR(text_size.x + 0.99999f); return text_size; } // Find window given position, search front-to-back // 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. static void FindHoveredWindow() { ImGuiContext& g = *GImGui; // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; if (g.MovingWindow) g.MovingWindow->Viewport = g.MouseViewport; ImGuiWindow* hovered_window = NULL; ImGuiWindow* hovered_window_ignoring_moving_window = NULL; if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) hovered_window = g.MovingWindow; ImVec2 padding_regular = g.Style.TouchExtraPadding; ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; 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->Active || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; IM_ASSERT(window->Viewport); if (window->Viewport != g.MouseViewport) continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImRect bb(window->OuterRectClipped); if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else bb.Expand(padding_for_resize); if (!bb.Contains(g.IO.MousePos)) 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(g.IO.MousePos)) continue; } if (hovered_window == NULL) hovered_window = window; IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) hovered_window_ignoring_moving_window = window; if (hovered_window && hovered_window_ignoring_moving_window) break; } g.HoveredWindow = hovered_window; g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; if (g.MovingWindow) g.MovingWindow->Viewport = moving_window_viewport; } 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.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } // == GetItemID() == GetFocusID() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; if (g.NavId != g.LastItemData.ID || g.NavId == 0) return false; // Special handling for the dummy item after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. ImGuiWindow* window = g.CurrentWindow; if (g.LastItemData.ID == window->ID && window->WriteAccessed) return false; return true; } // 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; } bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } 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.NavDisableHighlight; } bool ImGui::IsItemVisible() { ImGuiContext& g = *GImGui; return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect); } bool ImGui::IsItemEdited() { ImGuiContext& g = *GImGui; return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; } // 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: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; if (g.ActiveId == id) g.ActiveIdAllowOverlap = true; } void ImGui::SetItemUsingMouseWheel() { ImGuiContext& g = *GImGui; ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdUsingMouseWheel = true; if (g.ActiveId == id) { g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelX); g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelY); } } // FIXME: Technically this also prevents use of Gamepad D-Pad, may not be an issue. void ImGui::SetActiveIdUsingAllKeyboardKeys() { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId != 0); g.ActiveIdUsingNavDirMask = ~(ImU32)0; g.ActiveIdUsingKeyInputMask.SetBitRange(ImGuiKey_Keyboard_BEGIN, ImGuiKey_Keyboard_END); g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModCtrl); g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModShift); g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModAlt); g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModSuper); NavMoveRequestCancel(); } 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(); } bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag // Size const ImVec2 content_avail = GetContentRegionAvail(); ImVec2 size = ImFloor(size_arg); const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); if (size.x <= 0.0f) size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); SetNextWindowSize(size); // 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. const char* temp_window_name; 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); const float backup_border_size = g.Style.ChildBorderSize; if (!border) g.Style.ChildBorderSize = 0.0f; bool ret = Begin(temp_window_name, NULL, flags); g.Style.ChildBorderSize = backup_border_size; ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // 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 if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) { FocusWindow(child_window); NavInitWindow(child_window, false); SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item g.ActiveIdSource = ImGuiInputSource_Nav; } return ret; } bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) { ImGuiWindow* window = GetCurrentWindow(); return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); } bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) { IM_ASSERT(id != 0); return BeginChildEx(NULL, id, size_arg, border, extra_flags); } void ImGui::EndChild() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.WithinEndChild == false); IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls g.WithinEndChild = true; if (window->BeginCount > 1) { End(); } else { ImVec2 sz = window->Size; if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f sz.x = ImMax(4.0f, sz.x); if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) sz.y = ImMax(4.0f, sz.y); End(); ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) { ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, 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 (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else { // Not navigable into ItemAdd(bb, 0); } if (g.HoveredWindow == window) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } // Helper to create a child window / scrolling region that looks like a normal widget frame. bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) { ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); PopStyleVar(3); PopStyleColor(); return ret; } void ImGui::EndChildFrame() { EndChild(); } 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); window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~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) { const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->ViewportPos = main_viewport->Pos; if (settings->ViewportId) { window->ViewportId = settings->ViewportId; window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); } window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); if (settings->Size.x > 0 && settings->Size.y > 0) window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; window->DockId = settings->DockId; window->DockOrder = settings->DockOrder; } static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) { ImGuiContext& g = *GImGui; const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 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; } static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); // Create window the first time ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); window->Flags = flags; g.WindowsById.SetVoidPtr(window->ID, window); // 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->ViewportPos = main_viewport->Pos; // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. if (!(flags & ImGuiWindowFlags_NoSavedSettings)) if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) { // Retrieve settings from .ini file window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); 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 ((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); } 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 ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) { return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; } static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) { return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; ImVec2 new_size = size_desired; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. 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_FLOOR(new_size.x); new_size.y = IM_FLOOR(new_size.y); } // Minimum size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); new_size = ImMax(new_size, g.Style.WindowMinSize); new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } 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 : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(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 : IM_FLOOR(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_up_height = window->TitleBarHeight() + window->MenuBarHeight(); ImVec2 size_pad = window->WindowPadding * 2.0f; ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize return size_desired; } else { // Maximum window size is determined by the viewport size or monitor size const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; ImVec2 size_min = style.WindowMinSize; if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? ImVec2 avail_size = window->Viewport->Size; if (window->ViewportOwned) avail_size = ImVec2(FLT_MAX, FLT_MAX); const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); // 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 - 0.0f < 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_up_height < 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) && !window->DockIsActive) 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 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; ImVec2 SegmentN1, SegmentN2; float OuterAngle; }; 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->DockIsActive ? window->DockNode->HostWindow->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->DockIsActive ? window->DockNode->HostWindow->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 bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, 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) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) return false; if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. return false; bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); if (clip_with_viewport_rect) window->ClipRect = window->Viewport->GetMainRect(); // 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() KeepAliveID(resize_grip_id); 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) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) { // Manual auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); ret_auto_fit = true; 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 ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_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); } for (int border_n = 0; border_n < resize_border_count; border_n++) { 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, WINDOWS_HOVER_PADDING); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() KeepAliveID(border_id); ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; if (held) *border_held = border_n; } if (held) { ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); ImVec2 border_target = window->Pos; border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; border_target = ImClamp(border_target, clamp_min, clamp_max); CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } } 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->RootWindowDockTree == window) { ImVec2 nav_resize_dir; if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) nav_resize_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); if (g.NavInputSource == ImGuiInputSource_Gamepad) nav_resize_dir = GetKeyVector2d(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, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size g.NavWindowingToggleLayer = false; g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); ImVec2 accum_floored = ImFloor(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 if (size_target.x != FLT_MAX) { window->SizeFull = size_target; MarkIniSettingsDirty(window); } if (pos_target.x != FLT_MAX) { window->Pos = ImFloor(pos_target); MarkIniSettingsDirty(window); } window->Size = window->SizeFull; return ret_auto_fit; } static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost)) size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { ImGuiContext& g = *GImGui; float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); int border_held = window->ResizeBorderHeld; if (border_held != -1) { const ImGuiResizeBorderDef& def = resize_border_def[border_held]; ImRect border_r = GetResizeBorderRect(window, border_held, 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(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { float y = window->Pos.y + window->TitleBarHeight() - 1; window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), 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; // Draw window + handle manual resize // As we highlight the title bar when want_focus is set, multiple reappearing windows will have 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 float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? 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)) { bool is_docking_transparent_payload = false; if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) is_docking_transparent_payload = true; ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); if (window->ViewportOwned) { // No alpha bg_col = (bg_col | IM_COL32_A_MASK); if (is_docking_transparent_payload) window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; } else { // Adjust alpha. For docking bool override_alpha = false; float alpha = 1.0f; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) { alpha = g.NextWindowData.BgAlphaVal; override_alpha = true; } if (is_docking_transparent_payload) { alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? override_alpha = true; } if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); } // Render, for docked windows and host windows we ensure bg goes before decorations if (window->DockIsActive) window->DockNode->LastBgColor = bg_col; ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); } if (window->DockIsActive) window->DockNode->IsBgDrawnThisFrame = true; // Title bar // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, // in order for their pos/size to be matching their undocking state.) if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { 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 + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), 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(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock ImGuiDockNode* node = window->DockNode; if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) { float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); ImVec2 p = node->Pos; ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); ImGuiID unhide_id = window->GetID("#UNHIDE"); KeepAliveID(unhide_id); bool hovered, held; if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) node->WantHiddenTabBarToggle = true; else if (held && IsMouseDragging(0)) StartMouseMovingWindowOrNode(window, node, true); // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); } // 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 ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); } } // Borders (for dock node host they will be rendered over after the tab bar) if (handle_borders_and_resize_grips && !window->DockNodeAsHost) RenderWindowOuterBorders(window); } } // Render title text, collapse button, close button // When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. 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) { pad_r += button_sz; close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); } if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) { pad_r += button_sz; collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); } if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) { collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); pad_l += button_sz; } // 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, NULL)) window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function // Close button if (has_close_button) if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) *p_open = false; 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->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) { window->RootWindowDockTree = parent_window->RootWindowDockTree; if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) 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))) // FIXME: simply use _NoTitleBar ? window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) { IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); window->RootWindowForNav = window->RootWindowForNav->ParentWindow; } } // 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. // - Window // FindBlockingModal() returns Modal1 // - Window // .. returns Modal1 // - Modal1 // .. returns Modal2 // - Window // .. returns Modal2 // - Window // .. returns Modal2 // - Modal2 // .. returns Modal2 static 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 (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) { ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].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 (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. break; for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) if (IsWindowWithinBeginStackOf(window, parent)) return popup_window; // Place window above its begin stack parent. } return NULL; } // 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); // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; if (flags & ImGuiWindowFlags_NavFlattened) IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); 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 (note: the BeginDocked() path may also set this to true later) 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); } // Update Flags, LastFrameActive, BeginOrderXXX fields const bool window_was_appearing = window->Appearing; if (first_begin_of_the_frame) { UpdateWindowInFocusOrderList(window, window_just_created, flags); window->Appearing = window_just_activated_by_user; if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); } else { flags = window->Flags; } // Docking // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); if (first_begin_of_the_frame) { bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); bool dock_node_was_visible = window->DockNodeIsVisible; bool dock_tab_was_visible = window->DockTabIsVisible; if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); flags = window->Flags; if (window->DockIsActive) { IM_ASSERT(window->DockNode != NULL); g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints } // Amend the Appearing flag if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) { window->Appearing = true; SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); } } else { window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; } } // 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 = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : 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 // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindow = window; ImGuiWindowStackData window_stack_data; window_stack_data.Window = window; window_stack_data.ParentLastItemDataBackup = g.LastItemData; window_stack_data.StackSizesOnBegin.SetToCurrentState(); g.CurrentWindowStack.push_back(window_stack_data); g.CurrentWindow = NULL; if (flags & ImGuiWindowFlags_ChildMenu) g.BeginMenuCount++; 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; } // 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; } // 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.Flags & 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.Flags & 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); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } if (g.NextWindowData.Flags & 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.Flags & ImGuiNextWindowDataFlags_HasContentSize) window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) window->WindowClass = g.NextWindowData.WindowClass; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) { // 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; if (flags & ImGuiWindowFlags_DockNodeHost) { window->DrawList->ChannelsSplit(2); window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later } // 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 ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) window_title_visible_elsewhere = true; else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB 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); // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because // it has a single usage before this code block and may be set below before it is finally checked. 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 // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. WindowSelectViewport(window); SetCurrentViewport(window, window->Viewport); window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); flags = window->Flags; // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. if (flags & ImGuiWindowFlags_ChildWindow) window->WindowBorderSize = style.ChildBorderSize; else window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); else window->WindowPadding = style.WindowPadding; // 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; // 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) && !window->DockIsActive) { // 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 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) window->WantCollapseToggle = true; if (window->WantCollapseToggle) { window->Collapsed = !window->Collapsed; MarkIniSettingsDirty(window); } } else { window->Collapsed = false; } window->WantCollapseToggle = false; // SIZE // Calculate auto-fit size, handle automatic resize const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; 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; // Decoration size const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // 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); // Late create viewport if we don't fit within our current host viewport. if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) if (!window->Viewport->GetMainRect().Contains(window->Rect())) { // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) //ImGuiViewport* old_viewport = window->Viewport; window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); // FIXME-DPI //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong SetCurrentViewport(window, window->Viewport); window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); } if (window->ViewportOwned) WindowSyncOwnedViewport(window, parent_window_in_stack); // 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(window->Viewport->GetMainRect()); ImRect viewport_work_rect(window->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. // FIXME: Similar to code in GetWindowAllowedExtentRect() if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) { ClampWindowRect(window, visibility_rect); } else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); visibility_rect.Min = monitor->WorkPos + visibility_padding; visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; ClampWindowRect(window, visibility_rect); } } window->Pos = ImFloor(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. if (window->ViewportOwned || window->DockIsActive) window->WindowRounding = 0.0f; else 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 ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) want_focus = true; ImGuiWindow* modal = GetTopMostPopupModal(); if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) { // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. // Since window is not focused it would reappear at the same display position like the last time it was visible. // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. // Position window behind a modal that is not a begin-parent of this window. want_focus = false; if (window == window->RootWindow) { ImGuiWindow* blocking_modal = FindBlockingModal(window); IM_ASSERT(blocking_modal != NULL); BringWindowToDisplayBehind(window, blocking_modal); } } } // [Test Engine] Register whole window in the item system #ifdef IMGUI_ENABLE_TEST_ENGINE if (g.TestEngineHookItems) { IM_ASSERT(window->IDStack.Size == 1); window->IDStack.Size = 0; IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); window->IDStack.Size = 1; } #endif // Decide if we are going to handle borders and resize grips const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; ImU32 resize_grip_col[4] = {}; const int resize_grip_count = 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_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (handle_borders_and_resize_grips && !window->Collapsed) if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; window->ResizeBorderHeld = (signed char)border_held; // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) if (window->ViewportOwned) { if (!window->Viewport->PlatformRequestMove) window->Viewport->Pos = window->Pos; if (!window->Viewport->PlatformRequestResize) window->Viewport->Size = window->Size; window->Viewport->UpdateWorkRect(); viewport_rect = window->Viewport->GetMainRect(); } // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) window->ViewportPos = window->Viewport->Pos; // 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. // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; 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_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)); if (window->ScrollbarX && !window->ScrollbarY) window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); } // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) // Update various regions. Variables they depends 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; if (window->DockIsActive) window->OuterRectClipped.Min.y += window->TitleBarHeight(); 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->InnerRect.Min.y = window->Pos.y + decoration_up_height; window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; // Inner clipping rectangle. // Will extend a little bit outside the normal work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. // 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); window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); // 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 = ImFloor(window->Size.x * 0.65f); else window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); // 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); // DRAWING // Setup draw list and outer clipping rectangle IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); 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) const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; if (is_undocked_or_docked_visible) { 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 || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); 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->ScrollbarSizes.x)); 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 - decoration_up_height - window->ScrollbarSizes.y)); window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); window->WorkRect.Min.y = ImFloor(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. // Used by: // - Mouse wheel scrolling + many other things window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; 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->ScrollbarSizes.x)); window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // 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 = 0.0f + 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->DC.ColumnsOffset.x; double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; 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 = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; window->DC.NavLayersActiveMaskNext = 0x00; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (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.TreeJumpToParentOnPopMask = 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; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); 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) if (want_focus) { FocusWindow(window); NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Close requested by platform window if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) { if (!window->DockIsActive || window->DockTabIsVisible) { window->Viewport->PlatformRequestClose = false; g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name); *p_open = false; } } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) 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; // Pressing CTRL+C while holding on a window copy its content to the clipboard // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? /* //if (g.NavWindow == window && g.ActiveId == 0) if (g.ActiveId == window->MoveId) if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) LogToClipboard(); */ if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) { // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift)) if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) BeginDockableDragDropSource(window); // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) BeginDockableDragDropTarget(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. if (window->DockIsActive) SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); else SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); // [Test Engine] Register title bar / tab if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); } else { // Append SetCurrentViewport(window, window->Viewport); SetCurrentWindow(window); } // Pull/inherit current state window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 if (!(flags & ImGuiWindowFlags_DockNodeHost)) 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) { // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. // This is analogous to regular windows being hidden from one frame. // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. if (window->DockIsActive && !window->DockTabIsVisible) { if (window->LastFrameJustFocused == g.FrameCount) window->HiddenFramesCannotSkipItems = 1; else window->HiddenFramesCanSkipItems = 1; } if (flags & ImGuiWindowFlags_ChildWindow) { // 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 || (window->DockIsActive)); if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? { const bool nav_request = (flags & ImGuiWindowFlags_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) 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->Collapsed || 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; // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. if (window->SkipItems) window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; // Sanity check: there are two spots which can set Appearing = true // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. if (window->SkipItems && !window->Appearing) IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } 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; } IM_ASSERT(g.CurrentWindowStack.Size > 0); // Error checking: verify that user doesn't directly call End() on a child window. if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) EndColumns(); if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle PopClipRect(); // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging LogFinish(); // Docking: report contents sizes to parent to allow for auto-resize if (window->DockNode && window->DockTabIsVisible) if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) g.BeginMenuCount--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); if (g.CurrentWindow) SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } 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; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); if (current_front_window == window || current_front_window->RootWindowDockTree == 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) { ImGuiContext& g = *GImGui; if (g.NavWindow != window) { SetNavWindow(window); if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavLayer = ImGuiNavLayer_Main; g.NavFocusScopeId = 0; g.NavIdIsAlive = false; } // Close popups if any ClosePopupsOverWindow(window, false); // Move the root window to the top of the pile IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; ImGuiDockNode* dock_node = window ? window->DockNode : NULL; bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); // 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) // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) ClearActiveID(); // Passing NULL allow to disable keyboard focus if (!window) return; window->LastFrameJustFocused = g.FrameCount; // Select in dock node if (dock_node && dock_node->TabBar) dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; // Bring to front BringWindowToFocusFront(focus_front_window); if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) BringWindowToDisplayFront(display_front_window); } void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; 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]; IM_ASSERT(window == window->RootWindow); if (window != ignore_window && window->WasActive) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { // FIXME-DOCK: This is failing (lagging by one frame) for docked windows. // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); FocusWindow(focus_window); return; } } FocusWindow(NULL); } // Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? IM_ASSERT(font->Scale > 0.0f); g.Font = font; g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; ImFontAtlas* atlas = g.Font->ContainerAtlas; g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; g.DrawListSharedData.TexUvLines = atlas->TexUvLines; g.DrawListSharedData.Font = g.Font; g.DrawListSharedData.FontSize = g.FontSize; } void ImGui::PushFont(ImFont* font) { ImGuiContext& g = *GImGui; if (!font) font = GetDefaultFont(); SetCurrentFont(font); g.FontStack.push_back(font); g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); } void ImGui::PopFont() { ImGuiContext& g = *GImGui; g.CurrentWindow->DrawList->PopTextureID(); g.FontStack.pop_back(); SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); } 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; IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. 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) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. // - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() 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); g.DisabledStackSize++; } void ImGui::EndDisabled() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DisabledStackSize > 0); 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(); } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) { PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); } void ImGui::PopAllowKeyboardFocus() { PopItemFlag(); } void ImGui::PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } void ImGui::PopButtonRepeat() { PopItemFlag(); } void ImGui::PushTextWrapPos(float wrap_pos_x) { ImGuiWindow* window = GetCurrentWindow(); window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); window->DC.TextWrapPos = wrap_pos_x; } void ImGui::PopTextWrapPos() { ImGuiWindow* window = GetCurrentWindow(); window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); } static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) { ImGuiWindow* last_window = NULL; while (last_window != window) { last_window = window; window = window->RootWindow; if (popup_hierarchy) window = window->RootWindowPopupTree; if (dock_hierarchy) window = window->RootWindowDockTree; } return window; } bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) { ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_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; } bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; 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; const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; if (flags & ImGuiHoveredFlags_RootWindow) cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); bool result; if (flags & ImGuiHoveredFlags_ChildWindows) result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_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; return true; } 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; const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; if (flags & ImGuiHoveredFlags_RootWindow) cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); if (flags & ImGuiHoveredFlags_ChildWindows) return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); else return (ref_window == cur_window); } ImGuiID ImGui::GetWindowDockID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockId; } bool ImGui::IsWindowDocked() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockIsActive; } // 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); } 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 = ImFloor(pos); ImVec2 offset = window->Pos - old_pos; if (offset.x == 0.0f && offset.y == 0.0f) return; MarkIniSettingsDirty(window); // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. 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); // Set ImVec2 old_size = window->SizeFull; window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; if (size.x <= 0.0f) window->AutoFitOnlyGrows = false; else window->SizeFull.x = IM_FLOOR(size.x); if (size.y <= 0.0f) window->AutoFitOnlyGrows = false; else window->SizeFull.y = IM_FLOOR(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); // Set 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::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::SetWindowFocus() { FocusWindow(GImGui->CurrentWindow); } void ImGui::SetWindowFocus(const char* name) { if (name) { if (ImGuiWindow* window = FindWindowByName(name)) FocusWindow(window); } else { FocusWindow(NULL); } } 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.Flags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.PosUndock = true; } 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.Flags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= 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.Flags |= ImGuiNextWindowDataFlags_HasContentSize; g.NextWindowData.ContentSizeVal = ImFloor(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= 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.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; } void ImGui::SetNextWindowViewport(ImGuiID id) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; g.NextWindowData.ViewportId = id; } void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.DockId = id; } void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { ImGuiContext& g = *GImGui; IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; g.NextWindowData.WindowClass = *window_class; } ImDrawList* ImGui::GetWindowDrawList() { ImGuiWindow* window = GetCurrentWindow(); return window->DrawList; } float ImGui::GetWindowDpiScale() { ImGuiContext& g = *GImGui; return g.CurrentDpiScale; } ImGuiViewport* ImGui::GetWindowViewport() { ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); return g.CurrentViewport; } ImFont* ImGui::GetFont() { return GImGui->Font; } float ImGui::GetFontSize() { return GImGui->FontSize; } ImVec2 ImGui::GetFontTexUvWhitePixel() { return GImGui->DrawListSharedData.TexUvWhitePixel; } void ImGui::SetWindowFontScale(float scale) { IM_ASSERT(scale > 0.0f); ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; g.NavNextActivateId = id; g.NavNextActivateFlags = ImGuiActivateFlags_None; } void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); window->DC.NavFocusScopeIdCurrent = id; } void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); g.FocusScopeStack.pop_back(); } // Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! 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_ACTIVEID("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_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n"); return; } SetNavWindow(window); ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, 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.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) return; g.NavInitRequest = false; g.NavInitResultId = g.LastItemData.ID; g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); NavUpdateAnyRequestFlag(); // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) if (!IsItemVisible()) 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; } 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; if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); window->IDStack.push_back(id); } // Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call // (note that when using this pattern, TestEngine's "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); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? 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); } 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] INPUTS //----------------------------------------------------------------------------- // 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); // Expand for touch input const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); if (!rect_for_touch.Contains(g.IO.MousePos)) return false; if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) return false; return true; } ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; int index; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); if (IsLegacyKey(key)) index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native else index = key; #else IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); index = key - ImGuiKey_NamedKey_BEGIN; #endif return &g.IO.KeysData[index]; } #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO int ImGui::GetKeyIndex(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(IsNamedKey(key)); const ImGuiKeyData* key_data = GetKeyData(key); return (int)(key_data - g.IO.KeysData); } #endif // Those names a provided for debugging purpose and are not meant to be saved persistently not 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", "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", "GamepadStart", "GamepadBack", "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", "ModCtrl", "ModShift", "ModAlt", "ModSuper", "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", }; IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); const char* ImGui::GetKeyName(ImGuiKey key) { #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); #else if (IsLegacyKey(key)) { ImGuiIO& io = GetIO(); if (io.KeyMap[key] == -1) return "N/A"; IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); key = (ImGuiKey)io.KeyMap[key]; } #endif if (key == ImGuiKey_None) return "None"; if (!IsNamedKey(key)) return "Unknown"; return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; } void ImGui::GetKeyChordName(ImGuiModFlags mods, ImGuiKey key, char* out_buf, int out_buf_size) { ImGuiContext& g = *GImGui; IM_ASSERT((mods & ~ImGuiModFlags_All) == 0 && "Passing invalid ImGuiModFlags value!"); // A frequent mistake is to pass ImGuiKey_ModXXX instead of ImGuiModFlags_XXX ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", (mods & ImGuiModFlags_Ctrl) ? "Ctrl+" : "", (mods & ImGuiModFlags_Shift) ? "Shift+" : "", (mods & ImGuiModFlags_Alt) ? "Alt+" : "", (mods & ImGuiModFlags_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", GetKeyName(key)); } // 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); 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::GetKeyVector2d(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); } // 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) { const ImGuiKeyData* key_data = GetKeyData(key); if (!key_data->Down) return false; return true; } bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) { return IsKeyPressedEx(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); } // Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. // [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership. bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags) { const ImGuiKeyData* key_data = GetKeyData(key); const float t = key_data->DownDuration; if (t < 0.0f) return false; 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) return false; return true; } bool ImGui::IsKeyReleased(ImGuiKey key) { const ImGuiKeyData* key_data = GetKeyData(key); if (key_data->DownDurationPrev < 0.0f || key_data->Down) 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]; } bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); const float t = g.IO.MouseDownDuration[button]; if (t == 0.0f) return true; if (repeat && t > g.IO.KeyRepeatDelay) return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; return false; } bool ImGui::IsMouseReleased(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseReleased[button]; } bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseClickedCount[button] == 2; } int ImGui::GetMouseClickedCount(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); return g.IO.MouseClickedCount[button]; } // 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; } // 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; } ImGuiMouseCursor ImGui::GetMouseCursor() { ImGuiContext& g = *GImGui; return g.MouseCursor; } void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) { ImGuiContext& g = *GImGui; g.MouseCursor = cursor_type; } 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", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); return input_source_names[source]; } #endif /*static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) { if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; } if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; } if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; } if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_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("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } }*/ // 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_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; int mouse_button_changed = 0x00; ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask; int event_n = 0; for (; event_n < g.InputEventsQueue.Size; event_n++) { const ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; if (e->Type == ImGuiInputEventType_MousePos) { ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); if (IsMousePosValid(&event_pos)) event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs() if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) { // Trickling Rule: Stop processing queued events if we already handled a mouse button change if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) break; io.MousePos = event_pos; mouse_moved = true; } } else if (e->Type == ImGuiInputEventType_MouseButton) { const ImGuiMouseButton button = e->MouseButton.Button; IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); if (io.MouseDown[button] != e->MouseButton.Down) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) break; io.MouseDown[button] = e->MouseButton.Down; mouse_button_changed |= (1 << button); } } else if (e->Type == ImGuiInputEventType_MouseWheel) { if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f) { // 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; mouse_wheeled = true; } } else if (e->Type == ImGuiInputEventType_MouseViewport) { io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; } else if (e->Type == ImGuiInputEventType_Key) { ImGuiKey key = e->Key.Key; IM_ASSERT(key != ImGuiKey_None); const int keydata_index = (key - ImGuiKey_KeysData_OFFSET); ImGuiKeyData* keydata = &io.KeysData[keydata_index]; if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0)) break; keydata->Down = e->Key.Down; keydata->AnalogValue = e->Key.AnalogValue; key_changed = true; key_changed_mask.SetBit(keydata_index); if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper) { if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; } if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; } if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; } if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; } io.KeyMods = GetMergedModFlags(); } // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO io.KeysDown[key] = keydata->Down; if (io.KeyMap[key] != -1) io.KeysDown[io.KeyMap[key]] = keydata->Down; #endif } } else if (e->Type == ImGuiInputEventType_Text) { // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) 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_keys_and_text) text_inputted = true; } else if (e->Type == ImGuiInputEventType_Focus) { // We intentionally overwrite this and process lower, in order to give a chance // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. io.AppFocusLost = !e->AppFocused.Focused; } 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] /*if (event_n != 0) for (int n = 0; n < g.InputEventsQueue.Size; n++) DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/ // 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) if (g.IO.AppFocusLost) { g.IO.ClearInputKeys(); g.IO.AppFocusLost = false; } } //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // 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 an issue: // - Most commonly: mismatched headers and compiled code version. // - Or: 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 way it is required you put them in your imconfig file (and not just before including imgui.h). // Otherwise it is possible that different compilation units would see different structure layout 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; } 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); // 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.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); 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.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); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); #endif // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); // Perform simple checks: multi-viewport and platform windows support if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) { IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); } else { // Disable feature, our backends do not support it g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; } // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; IM_UNUSED(mon); IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); IM_ASSERT(mon.DpiScale != 0.0f); } } } static void ImGui::ErrorCheckEndFrameSanityChecks() { ImGuiContext& g = *GImGui; // 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. const ImGuiModFlags key_mods = GetMergedModFlags(); 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); // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). //ErrorCheckEndFrameRecover(); // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). if (g.CurrentWindowStack.Size != 1) { if (g.CurrentWindowStack.Size > 1) { IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); while (g.CurrentWindowStack.Size > 1) End(); } else { IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); } // Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. // Must be called during or before EndFrame(). // This is generally flawed as we are not necessarily End/Popping things in the right order. // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. // FIXME: Can't recover from interleaved BeginTabBar/Begin void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; while (g.CurrentWindowStack.Size > 0) //-V1044 { ErrorCheckEndWindowRecover(log_callback, user_data); ImGuiWindow* window = g.CurrentWindow; if (g.CurrentWindowStack.Size == 1) { IM_ASSERT(window->IsFallbackWindow); break; } if (window->Flags & ImGuiWindowFlags_ChildWindow) { if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); EndChild(); } else { if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); End(); } } } // Must be called before End()/EndChild() void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) { ImGuiContext& g = *GImGui; while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) { if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); EndTable(); } ImGuiWindow* window = g.CurrentWindow; ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; IM_ASSERT(window != NULL); while (g.CurrentTabBar != NULL) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); EndTabBar(); } while (window->DC.TreeDepth > 0) { if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); TreePop(); } while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); EndGroup(); } while (window->IDStack.Size > 1) { if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); PopID(); } while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); EndDisabled(); } while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) { if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); PopStyleColor(); } while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); PopItemFlag(); } while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); PopStyleVar(); } while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); PopFocusScope(); } } // Save current stack sizes for later compare void ImGuiStackSizes::SetToCurrentState() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; SizeOfIDStack = (short)window->IDStack.Size; SizeOfColorStack = (short)g.ColorStack.Size; SizeOfStyleVarStack = (short)g.StyleVarStack.Size; SizeOfFontStack = (short)g.FontStack.Size; SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; SizeOfGroupStack = (short)g.GroupStack.Size; SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; SizeOfDisabledStack = (short)g.DisabledStackSize; } // Compare to detect usage errors void ImGuiStackSizes::CompareWithCurrentState() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_UNUSED(window); // Window stacks // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); // Global stacks // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } //----------------------------------------------------------------------------- // [SECTION] LAYOUT //----------------------------------------------------------------------------- // - ItemSize() // - ItemAdd() // - SameLine() // - GetCursorScreenPos() // - SetCursorScreenPos() // - GetCursorPos(), GetCursorPosX(), GetCursorPosY() // - SetCursorPos(), SetCursorPosX(), SetCursorPosY() // - GetCursorStartPos() // - Indent() // - Unindent() // - SetNextItemWidth() // - PushItemWidth() // - PushMultiItemsWidths() // - PopItemWidth() // - CalcItemWidth() // - CalcItemSize() // - GetTextLineHeight() // - GetTextLineHeightWithSpacing() // - GetFrameHeight() // - GetFrameHeightWithSpacing() // - GetContentRegionMax() // - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), // - GetWindowContentRegionMin(), GetWindowContentRegionMax() // - 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. 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_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line window->DC.CursorPos.y = IM_FLOOR(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 = false; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } // 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. 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.InFlags = g.CurrentItemFlags | extra_flags; g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; // Directional navigation processing if (id != 0) { KeepAliveID(id); // 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. window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) NavProcessItem(); // [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.org/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] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() #ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX if (id == g.DebugItemPickerBreakId) { IM_DEBUG_BREAK(); g.DebugItemPickerBreakId = 0; } #endif } g.NextItemData.Flags = ImGuiNextItemDataFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0) IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); #endif // Clipping test const bool is_clipped = IsClippedEx(bb, id); if (is_clipped) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; return true; } // 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 pos_x == 0, no spacing if pos_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); } // 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); } 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); } 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); } 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.Flags |= 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.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiStyle& style = g.Style; const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidthStack.push_back(w_item_last); for (int i = 0; i < components - 2; i++) window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { ImGuiWindow* window = GetCurrentWindow(); 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.Flags & ImGuiNextItemDataFlags_HasWidth) w = g.NextItemData.Width; else w = window->DC.ItemWidth; if (w < 0.0f) { float region_max_x = GetContentRegionMaxAbs().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } w = IM_FLOOR(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) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) region_max = GetContentRegionMaxAbs(); if (size.x == 0.0f) size.x = default_w; else if (size.x < 0.0f) size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); if (size.y == 0.0f) size.y = default_h; else if (size.y < 0.0f) size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); 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; } // FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! // FIXME: This is in window space (not screen space!). ImVec2 ImGui::GetContentRegionMax() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max - window->Pos; if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. ImVec2 ImGui::GetContentRegionMaxAbs() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 mx = window->ContentRegionRect.Max; if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x; return mx; } ImVec2 ImGui::GetContentRegionAvail() { ImGuiWindow* window = GImGui->CurrentWindow; return GetContentRegionMaxAbs() - window->DC.CursorPos; } // In window space (not screen space!) 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; } // 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.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.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; 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? ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; 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 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_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); if (group_contains_curr_active_id) g.LastItemData.ID = g.ActiveId; else if (group_contains_prev_active_id) g.LastItemData.ID = g.ActiveIdPreviousFrame; 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_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); //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; if (window->ScrollTarget.x < FLT_MAX) { float decoration_total_width = window->ScrollbarSizes.x; float center_x_ratio = window->ScrollTargetCenterRatio.x; float scroll_target_x = window->ScrollTarget.x; if (window->ScrollTargetEdgeSnapDist.x > 0.0f) { float snap_x_min = 0.0f; float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); } scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); } if (window->ScrollTarget.y < FLT_MAX) { float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; float center_y_ratio = window->ScrollTargetCenterRatio.y; float scroll_target_y = window->ScrollTarget.y; if (window->ScrollTargetEdgeSnapDist.y > 0.0f) { float snap_y_min = 0.0f; float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); } scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); } scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); if (!window->Collapsed && !window->SkipItems) { scroll.x = ImMin(scroll.x, window->ScrollMax.x); scroll.y = ImMin(scroll.y, window->ScrollMax.y); } 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 window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_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 >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) { if (item_rect.Min.x < window_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 >= window_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)) { float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); } if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) { if (item_rect.Min.y < window_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 >= window_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)) { float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; SetScrollFromPosY(window, target_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 exists 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_FLOOR(local_x + 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); const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; local_y -= decoration_up_height; window->ScrollTarget.y = IM_FLOOR(local_y + 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 //----------------------------------------------------------------------------- void ImGui::BeginTooltip() { BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); } void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; if (g.DragDropWithinSource || g.DragDropWithinTarget) { // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); SetNextWindowPos(tooltip_pos); 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_OverridePreviousTooltip; } char window_name[16]; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) if (ImGuiWindow* window = FindWindowByName(window_name)) if (window->Active) { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. window->Hidden = true; window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; Begin(window_name, NULL, flags | extra_window_flags); } void ImGui::EndTooltip() { IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls End(); } void ImGui::SetTooltipV(const char* fmt, va_list args) { BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); TextV(fmt, args); EndTooltip(); } void ImGui::SetTooltip(const char* fmt, ...) { va_list args; va_start(args, fmt); SetTooltipV(fmt, args); va_end(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); } 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; } 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; } 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(0u, 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.SourceWindow = g.NavWindow; 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 frame. It is 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 would be a very confusing // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) { g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; } else { // Close child popups if any, then flag popup for open/reopen ClosePopupToLevel(current_stack_size, false); 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. 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); if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: // Window -> Popup1 -> Popup2 -> Popup3 // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child 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 (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE 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 : "<NULL>"); 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_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); // Trim open popup stack ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; g.OpenPopupStack.resize(remaining); if (restore_focus_to_window_under_popup) { if (focus_window && !focus_window->WasActive && popup_window) { // Fallback FocusTopMostWindowUnderOne(popup_window, NULL); } else { if (g.NavLayer == ImGuiNavLayer_Main && focus_window) focus_window = NavRestoreLastChildNavWindow(focus_window); FocusWindow(focus_window); } } } // 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 which BeginPopupEx()! bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags 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]; if (flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; bool is_open = Begin(name, NULL, flags); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); 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) so the actual value of *p_open is meaningless here. 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 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.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) { const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; 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; IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); // 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 IM_ASSERT(g.WithinEndChild == false); if (window->Flags & ImGuiWindowFlags_ChildWindow) g.WithinEndChild = true; End(); g.WithinEndChild = false; } // 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 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; ImRect r_screen; if (window->ViewportAllowPlatformMonitorExtend >= 0) { // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; r_screen.Min = monitor.WorkPos; r_screen.Max = monitor.WorkPos + monitor.WorkSize; } else { // Use the full viewport area (not work area) for popups r_screen = window->Viewport->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. ImGuiWindow* parent_window = window->ParentWindow; 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) float sc = g.Style.MouseCursorScale; ImVec2 ref_pos = NavCalcPreferredRefPos(); ImRect r_avoid; if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) 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 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; } //----------------------------------------------------------------------------- // [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::SetNavWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.NavWindow != window) { IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>"); g.NavWindow = window; } g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); } 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; g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; } 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 window->DC.NavFocusScopeIdCurrent 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; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); if (g.ActiveIdSource == ImGuiInputSource_Nav) g.NavDisableMouseHover = true; else g.NavDisableHighlight = true; } 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 a0, float a1, float b0, float b1) { if (a1 < b0) return a1 - b0; if (b1 < a0) return a0 - b1; return 0.0f; } static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) { if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) { r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); } else // FIXME: PageUp/PageDown are leaving move_dir == None { r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); } } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; // FIXME: Those are not good variables names ImRect cand = g.LastItemData.NavRect; // 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->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_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 } // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) // For example, this ensure that items in one column are not reached when moving vertically from items in another column. NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); // 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 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; } #if IMGUI_DEBUG_NAV_SCORING char buf[128]; if (IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); 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(40,0,0,150)); draw_list->AddText(cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { if (quadrant == g.NavMoveDir) { 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, 200)); draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); } } #endif // Is it in the quadrant we're interesting in moving to? bool new_best = false; const ImGuiDir move_dir = g.NavMoveDir; 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 = window->DC.NavFocusScopeIdCurrent; result->InFlags = g.LastItemData.InFlags; result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); } // 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. static void ImGui::NavProcessItem() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = g.LastItemData.ID; const ImRect nav_bb = g.LastItemData.NavRect; const ImGuiItemFlags item_flags = g.LastItemData.InFlags; // 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.NavInitResultId == 0) { g.NavInitResultId = id; g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); } 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) { const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; if (is_tabbing) { if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) NavProcessItemForTabbingRequest(id); } else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; if (!is_tabbing) { if (NavScoreItem(result)) 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)) NavApplyItemToResult(&g.NavMoveResultLocalVisible); } } } // Update window-relative bounding box of 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; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; 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) { ImGuiContext& g = *GImGui; // 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 (g.NavTabbingResultFirst.ID == 0) NavApplyItemToResult(&g.NavTabbingResultFirst); if (--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 { NavApplyItemToResult(result); } } else if (g.NavTabbingDir == 0) { // Tab Init if (g.NavTabbingResultFirst.ID == 0) NavMoveRequestResolveWithLastItem(&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); if (move_flags & ImGuiNavMoveFlags_Tabbing) 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 = 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(); } 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 != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) g.NavMoveFlags |= 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; if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) return tab->Window; 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? 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); } } void ImGui::NavRestoreHighlightAfterMove() { ImGuiContext& g = *GImGui; g.NavDisableHighlight = false; g.NavDisableMouseHover = g.NavMousePosDirty = 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) { // FIXME: ChildWindow test here is wrong for docking ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); if (window->Flags & ImGuiWindowFlags_NoNavInputs) { g.NavId = g.NavFocusScopeId = 0; 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, 0, ImRect()); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; g.NavInitResultRectRel = ImRect(); NavUpdateAnyRequestFlag(); } else { g.NavId = window->NavLastIds[0]; g.NavFocusScopeId = 0; } } static ImVec2 ImGui::NavCalcPreferredRefPos() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.NavWindow; if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) { // 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 // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) { ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); rect_rel.Translate(window->Scroll - next_scroll); } ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); ImGuiViewport* viewport = window->Viewport; return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() 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; if (!nav_gamepad_active && g.NavInputSource == ImGuiInputSource_Gamepad) g.NavInputSource = ImGuiInputSource_None; if (!nav_keyboard_active && g.NavInputSource == ImGuiInputSource_Keyboard) g.NavInputSource = ImGuiInputSource_None; // Process navigation init request (select first/default focus) if (g.NavInitResultId != 0) NavInitRequestApplyResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; g.NavJustMovedToId = 0; // Process navigation move request if (g.NavMoveSubmitted) NavMoveRequestApplyResult(); g.NavTabbingCounter = 0; g.NavMoveSubmitted = g.NavMoveScoringItems = false; // 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.NavDisableHighlight && g.NavDisableMouseHover && 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.NavDisableHighlight) || (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 = g.NavActivateInputId = 0; g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); 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.NavActivateInputId = g.NavId; g.NavActivateFlags = ImGuiActivateFlags_PreferInput; } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); // Process programmatic activation request // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) { if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) g.NavActivateInputId = g.NavNextActivateId; else 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->CalcFontSize() * 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.NavHasScroll && move_dir != ImGuiDir_None) { if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) SetScrollY(window, ImFloor(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 = GetKeyVector2d(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, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); if (scroll_dir.y != 0.0f) SetScrollY(window, ImFloor(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.NavDisableHighlight = true; g.NavDisableMouseHover = 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.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) { io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); io.WantSetMousePos = true; //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); } // [DEBUG] g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS if (g.NavWindow) { ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] if (1) { ImU32 col = (!g.NavWindow->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; // 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", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result if (g.NavInitRequestFromMove) NavRestoreHighlightAfterMove(); } 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_RepeatRateNavMove; if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode)))) { 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 #if IMGUI_DEBUG_NAV_SCORING if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) { g.NavMoveDir = g.NavMoveDirForDebug; 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 a 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 : "<NULL>", g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; g.NavInitResultId = 0; g.NavDisableHighlight = false; } // 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 every 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))); 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->CalcFontSize() * 0.5f); float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 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 = g.NavFocusScopeId = 0; } } // 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); scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); scoring_rect.Max.x = scoring_rect.Min.x; IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows 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, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; if (!tab_pressed) return; // Initiate tabbing request // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; 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, ImGuiNavMoveFlags_Tabbing, 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_Tabbing) if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) result = &g.NavTabbingResultFirst; // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) if (result == NULL) { if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) NavRestoreHighlightAfterMove(); 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) { if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) { // FIXME: Should remove this float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; SetScrollY(result->Window, scroll_target); } else { ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); } } if (g.NavWindow != result->Window) { IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); g.NavWindow = result->Window; } if (g.ActiveId != result->ID) ClearActiveID(); if (g.NavId != result->ID) { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = g.NavMoveKeyMods; } // Focus IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result 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); // Tabbing: Activates Inputable or Focus non-Inputable if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) { g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; } // Activate if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) { g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_None; } // Enable nav highlight if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) NavRestoreHighlightAfterMove(); } // Process 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, false)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false))) return; IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); if (g.ActiveId != 0) { if (!IsActiveIdUsingKey(ImGuiKey_Escape) && !IsActiveIdUsingKey(ImGuiKey_NavGamepadCancel)) ClearActiveID(); } else if (g.NavLayer != ImGuiNavLayer_Main) { // Leave the "menu" layer NavRestoreLayer(ImGuiNavLayer_Main); NavRestoreHighlightAfterMove(); } else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) { // Exit child window ImGuiWindow* child_window = g.NavWindow; ImGuiWindow* parent_window = g.NavWindow->ParentWindow; IM_ASSERT(child_window->ChildId != 0); ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); NavRestoreHighlightAfterMove(); } else if (g.OpenPopupStack.Size > 0 && !(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 if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) g.NavWindow->NavLastIds[0] = 0; g.NavId = g.NavFocusScopeId = 0; } } // 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) && !IsActiveIdUsingKey(ImGuiKey_PageUp); const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown); const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home); const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End); 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 == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item if (IsKeyPressed(ImGuiKey_PageUp, true)) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); else if (IsKeyPressed(ImGuiKey_PageDown, true)) 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->CalcFontSize() * 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; } 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; } 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. const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (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; 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; NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } 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 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 NavUpdateWindowingHighlightWindow(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; } // 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); 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 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 start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false); const bool start_windowing_with_keyboard = allow_windowing && nav_keyboard_active && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } // Gamepad update g.NavWindowingTimer += io.DeltaTime; if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) { // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise 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) { NavUpdateWindowingHighlightWindow(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; } } // Keyboard: Focus if (g.NavWindowingTarget && g.NavInputSource == 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 g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f if (IsKeyPressed(ImGuiKey_Tab, true)) NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); if (!io.KeyCtrl) apply_focus_window = g.NavWindowingTarget; } // Keyboard: Press and Release ALT to toggle menu layer // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt)) { g.NavWindowingToggleLayer = true; g.NavInputSource = ImGuiInputSource_Keyboard; } if (g.NavWindowingToggleLayer && g.NavInputSource == 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) if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) g.NavWindowingToggleLayer = false; // Apply layer toggle on 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(ImGuiKey_ModAlt) && g.NavWindowingToggleLayer) if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) apply_toggle_layer = true; if (!IsKeyDown(ImGuiKey_ModAlt)) 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 = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); if (g.NavInputSource == ImGuiInputSource_Gamepad) nav_move_dir = GetKeyVector2d(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.NavDisableMouseHover = true; ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) { ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); g.NavWindowingAccumDeltaPos -= accum_floored; } } } // Apply final focus if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; ClearActiveID(); NavRestoreHighlightAfterMove(); apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); 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; // Request OS level focus if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); } if (apply_focus_window) g.NavWindowingTarget = NULL; // 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?) const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); NavRestoreHighlightAfterMove(); } } } // Window has already passed the IsWindowNavFocusable() static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) { if (window->Flags & ImGuiWindowFlags_Popup) return "(Popup)"; if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) return "(Main menu bar)"; if (window->DockNodeAsHost) return "(Dock node)"; return "(Untitled)"; } // 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("###NavWindowingList"); const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->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("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); 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; 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)); } // 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)) { 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); 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 { window = NULL; source_id = ImHashStr("#SourceExtern"); source_drag_active = true; } if (source_drag_active) { if (!g.DragDropActive) { IM_ASSERT(source_id != 0); ClearDragDrop(); 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. BeginTooltip(); if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) { ImGuiWindow* tooltip_window = g.CurrentWindow; tooltip_window->Hidden = tooltip_window->SkipItems = true; tooltip_window->HiddenFramesCanSkipItems = 1; } } if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; return true; } return false; } 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(strlen(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->RootWindowDockTree != hovered_window->RootWindowDockTree) 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.DragDropTargetRect = bb; g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; } // We don't use BeginDragDropTargetCustom() and duplicate its code because: // 1) we use LastItemRectHoveredRect which handles items that pushes 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->RootWindowDockTree != hovered_window->RootWindowDockTree || 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.DragDropTargetRect = display_rect; 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; ImGuiWindow* window = g.CurrentWindow; 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) { g.DragDropAcceptFlags = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; g.DragDropAcceptIdCurrRectSurface = r_surface; } // Render default drop visuals // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. payload.Preview = was_accepted_previously; flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); g.DragDropAcceptFrameCount = g.FrameCount; 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; return &payload; } const ImGuiPayload* ImGui::GetDragDropPayload() { ImGuiContext& g = *GImGui; return g.DragDropActive ? &g.DragDropPayload : NULL; } // We don't really use/need this now, but added it for the sake of consistency and because we might need it later. void ImGui::EndDragDropTarget() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DragDropActive); IM_ASSERT(g.DragDropWithinTarget); g.DragDropWithinTarget = false; } //----------------------------------------------------------------------------- // [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 + strlen(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 + strlen(suffix)); } // Start logging/capturing text output void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.LogEnabled == false); IM_ASSERT(g.LogFile == NULL); IM_ASSERT(g.LogBuffer.empty()); g.LogEnabled = true; g.LogType = type; 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(ImGuiLogType_TTY, 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(ImGuiLogType_File, 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(ImGuiLogType_Clipboard, auto_open_depth); } void ImGui::LogToBuffer(int auto_open_depth) { ImGuiContext& g = *GImGui; if (g.LogEnabled) return; LogBegin(ImGuiLogType_Buffer, auto_open_depth); } void ImGui::LogFinish() { ImGuiContext& g = *GImGui; if (!g.LogEnabled) return; LogText(IM_NEWLINE); switch (g.LogType) { case ImGuiLogType_TTY: #ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush(g.LogFile); #endif break; case ImGuiLogType_File: ImFileClose(g.LogFile); break; case ImGuiLogType_Buffer: break; case ImGuiLogType_Clipboard: if (!g.LogBuffer.empty()) SetClipboardText(g.LogBuffer.begin()); break; case ImGuiLogType_None: IM_ASSERT(0); break; } g.LogEnabled = false; g.LogType = ImGuiLogType_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(); PushAllowKeyboardFocus(false); SetNextItemWidth(80.0f); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); PopAllowKeyboardFocus(); 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] // - CreateNewWindowSettings() [Internal] // - FindWindowSettings() [Internal] // - FindOrCreateWindowSettings() [Internal] // - FindSettingsHandler() [Internal] // - ClearIniSettings() [Internal] // - LoadIniSettingsFromDisk() // - LoadIniSettingsFromMemory() // - SaveIniSettingsToDisk() // - SaveIniSettingsToMemory() // - 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; } ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; #if !IMGUI_DEBUG_INI_SETTINGS // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. if (const char* p = strstr(name, "###")) name = p; #endif const size_t name_len = strlen(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; } ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) { ImGuiContext& g = *GImGui; for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->ID == id) return settings; return NULL; } ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) { if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) return settings; return CreateNewWindowSettings(name); } 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 (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].TypeHash == type_hash) return &g.SettingsHandlers[handler_n]; return NULL; } void ImGui::ClearIniSettings() { ImGuiContext& g = *GImGui; g.SettingsIniData.clear(); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].ClearAllFn) g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); } 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 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 = strlen(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 (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].ReadInitFn) g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); 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 (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].ApplyAllFn) g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); } 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 (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) { ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; handler->WriteAllFn(&g, handler, &g.SettingsIniData); } if (out_size) *out_size = (size_t)g.SettingsIniData.size(); return g.SettingsIniData.c_str(); } static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; for (int i = 0; i != g.Windows.Size; i++) g.Windows[i]->SettingsOffset = -1; g.SettingsWindows.clear(); } static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); ImGuiID id = settings->ID; *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry 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; ImU32 u1; 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, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } // 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 (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; if (window->Flags & ImGuiWindowFlags_NoSavedSettings) continue; ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); 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 - window->ViewportPos); settings->Size = ImVec2ih(window->SizeFull); settings->ViewportId = window->ViewportId; settings->ViewportPos = ImVec2ih(window->ViewportPos); IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); settings->DockId = window->DockId; settings->ClassId = window->WindowClass.ClassId; settings->DockOrder = window->DockOrder; settings->Collapsed = window->Collapsed; } // 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)) { const char* settings_name = settings->GetName(); buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) { buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); } if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); if (settings->Size.x != 0 || settings->Size.y != 0) buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); if (settings->DockId != 0) { //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. if (settings->DockOrder == -1) buf->appendf("DockId=0x%08X\n", settings->DockId); else buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); if (settings->ClassId != 0) buf->appendf("ClassId=0x%08X\n", settings->ClassId); } buf->append("\n"); } } //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- // - GetMainViewport() // - FindViewportByID() // - FindViewportByPlatformHandle() // - SetCurrentViewport() [Internal] // - SetWindowViewport() [Internal] // - GetWindowAlwaysWantOwnViewport() [Internal] // - UpdateTryMergeWindowIntoHostViewport() [Internal] // - UpdateTryMergeWindowIntoHostViewports() [Internal] // - TranslateWindowsInViewport() [Internal] // - ScaleWindowsInViewport() [Internal] // - FindHoveredViewportFromPlatformWindowStack() [Internal] // - UpdateViewportsNewFrame() [Internal] // - UpdateViewportsEndFrame() [Internal] // - AddUpdateViewport() [Internal] // - WindowSelectViewport() [Internal] // - WindowSyncOwnedViewport() [Internal] // - UpdatePlatformWindows() // - RenderPlatformWindowsDefault() // - FindPlatformMonitorForPos() [Internal] // - FindPlatformMonitorForRect() [Internal] // - UpdateViewportPlatformMonitor() [Internal] // - DestroyPlatformWindow() [Internal] // - DestroyPlatformWindows() //----------------------------------------------------------------------------- ImGuiViewport* ImGui::GetMainViewport() { ImGuiContext& g = *GImGui; return g.Viewports[0]; } // FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { ImGuiContext& g = *GImGui; for (int n = 0; n < g.Viewports.Size; n++) if (g.Viewports[n]->ID == id) return g.Viewports[n]; return NULL; } ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) { ImGuiContext& g = *GImGui; for (int i = 0; i != g.Viewports.Size; i++) if (g.Viewports[i]->PlatformHandle == platform_handle) return g.Viewports[i]; return NULL; } void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; (void)current_window; if (viewport) viewport->LastFrameActive = g.FrameCount; if (g.CurrentViewport == viewport) return; g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; g.CurrentViewport = viewport; //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); // Notify platform layer of viewport changes // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); } void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { // Abandon viewport if (window->ViewportOwned && window->Viewport->Window == window) window->Viewport->Size = ImVec2(0.0f, 0.0f); window->Viewport = viewport; window->ViewportId = viewport->ID; window->ViewportOwned = (viewport->Window == window); } static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) { // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. ImGuiContext& g = *GImGui; if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) if (!window->DockIsActive) if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) return true; return false; } static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; if (window->Viewport == viewport) return false; if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) return false; if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0) return false; if (!viewport->GetMainRect().Contains(window->Rect())) return false; if (GetWindowAlwaysWantOwnViewport(window)) return false; // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window_behind = g.Windows[n]; if (window_behind == window) break; if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) return false; } // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) ImGuiViewportP* old_viewport = window->Viewport; if (window->ViewportOwned) for (int n = 0; n < g.Windows.Size; n++) if (g.Windows[n]->Viewport == old_viewport) SetWindowViewport(g.Windows[n], viewport); SetWindowViewport(window, viewport); BringWindowToDisplayFront(window); return true; } // FIXME: handle 0 to N host viewports static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) { ImGuiContext& g = *GImGui; return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); } // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) { ImGuiContext& g = *GImGui; IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. // 2) If it's not going to fit into the new size, keep it at same absolute position. // One problem with this is that most Win32 applications doesn't update their render while dragging, // and so the window will appear to teleport when releasing the mouse. const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); ImVec2 delta_pos = new_pos - old_pos; for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) TranslateWindow(g.Windows[window_n], delta_pos); } // 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; if (viewport->Window) { ScaleWindow(viewport->Window, scale); } else { for (int i = 0; i != g.Windows.Size; i++) if (g.Windows[i]->Viewport == viewport) ScaleWindow(g.Windows[i], scale); } } // If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. // A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) It requires Platform_GetWindowFocus to be implemented by backend. ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) { ImGuiContext& g = *GImGui; ImGuiViewportP* best_candidate = NULL; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) best_candidate = viewport; } return best_candidate; } // Update viewports and monitor infos // Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. static void ImGui::UpdateViewportsNewFrame() { ImGuiContext& g = *GImGui; IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; if (viewports_enabled) { for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; const bool platform_funcs_available = viewport->PlatformWindowCreated; if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) { bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); if (minimized) viewport->Flags |= ImGuiViewportFlags_Minimized; else viewport->Flags &= ~ImGuiViewportFlags_Minimized; } } } // Create/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]; IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); IM_ASSERT(main_viewport->Window == NULL); ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); ImVec2 main_viewport_size = g.IO.DisplaySize; if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized)) { main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) main_viewport_size = main_viewport->Size; } AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); g.CurrentDpiScale = 0.0f; g.CurrentViewport = NULL; g.MouseViewport = NULL; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; viewport->Idx = n; // Erase unused viewports if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) { DestroyViewport(viewport); n--; continue; } const bool platform_funcs_available = viewport->PlatformWindowCreated; if (viewports_enabled) { // Update Position and Size (from Platform Window to ImGui) if requested. // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) { // Viewport->WorkPos and WorkSize will be updated below if (viewport->PlatformRequestMove) viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); if (viewport->PlatformRequestResize) viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); } } // Update/copy monitor info UpdateViewportPlatformMonitor(viewport); // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again. viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); viewport->UpdateWorkRect(); // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); // Update DPI scale float new_dpi_scale; if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); else if (viewport->PlatformMonitor != -1) new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; else new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) { float scale_factor = new_dpi_scale / viewport->DpiScale; if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ScaleWindowsInViewport(viewport, scale_factor); //if (viewport == GetMainViewport()) // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); // Scale our window moving pivot so that the window will rescale roughly around the mouse position. // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); } viewport->DpiScale = new_dpi_scale; } // Update fallback monitor if (g.PlatformIO.Monitors.Size == 0) { ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; monitor->MainPos = main_viewport->Pos; monitor->MainSize = main_viewport->Size; monitor->WorkPos = main_viewport->WorkPos; monitor->WorkSize = main_viewport->WorkSize; monitor->DpiScale = main_viewport->DpiScale; } if (!viewports_enabled) { g.MouseViewport = main_viewport; return; } // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. ImGuiViewportP* viewport_hovered = NULL; if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) { viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. } else { // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } if (viewport_hovered != NULL) g.MouseLastHoveredViewport = viewport_hovered; else if (g.MouseLastHoveredViewport == NULL) g.MouseLastHoveredViewport = g.Viewports[0]; // Update mouse reference viewport // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) if (g.MovingWindow && g.MovingWindow->Viewport) g.MouseViewport = g.MovingWindow->Viewport; else g.MouseViewport = g.MouseLastHoveredViewport; // When dragging something, always refer to the last hovered viewport. // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) viewport_hovered = g.MouseLastHoveredViewport; if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) g.MouseViewport = viewport_hovered; IM_ASSERT(g.MouseViewport != NULL); } // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) static void ImGui::UpdateViewportsEndFrame() { ImGuiContext& g = *GImGui; g.PlatformIO.Viewports.resize(0); for (int i = 0; i < g.Viewports.Size; i++) { ImGuiViewportP* viewport = g.Viewports[i]; viewport->LastPos = viewport->Pos; if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) if (i > 0) // Always include main viewport in the list continue; if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) continue; if (i > 0) IM_ASSERT(viewport->Window != NULL); g.PlatformIO.Viewports.push_back(viewport); } g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called } // FIXME: We should ideally refactor the system to call this every frame (we currently don't) ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) { ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); flags |= ImGuiViewportFlags_IsPlatformWindow; if (window != NULL) { if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) flags |= ImGuiViewportFlags_NoInputs; if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) flags |= ImGuiViewportFlags_NoFocusOnAppearing; } ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); if (viewport) { // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Pos = pos; if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Size = size; viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags } else { // New viewport viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = id; viewport->Idx = g.Viewports.Size; viewport->Pos = viewport->LastPos = pos; viewport->Size = size; viewport->Flags = flags; UpdateViewportPlatformMonitor(viewport); g.Viewports.push_back(viewport); IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>"); // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); // Store initial DpiScale before the OS platform window creation, based on expected monitor data. // This is so we can select an appropriate font size on the first frame of our window lifetime if (viewport->PlatformMonitor != -1) viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; } viewport->Window = window; viewport->LastFrameActive = g.FrameCount; viewport->UpdateWorkRect(); IM_ASSERT(window == NULL || viewport->ID == window->ID); if (window != NULL) window->ViewportOwned = true; return viewport; } static void ImGui::DestroyViewport(ImGuiViewportP* viewport) { // Clear references to this viewport in windows (window->ViewportId becomes the master data) ImGuiContext& g = *GImGui; for (int window_n = 0; window_n < g.Windows.Size; window_n++) { ImGuiWindow* window = g.Windows[window_n]; if (window->Viewport != viewport) continue; window->Viewport = NULL; window->ViewportOwned = false; } if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; // Destroy IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); IM_ASSERT(g.Viewports[viewport->Idx] == viewport); g.Viewports.erase(g.Viewports.Data + viewport->Idx); IM_DELETE(viewport); } // FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. static void ImGui::WindowSelectViewport(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; window->ViewportAllowPlatformMonitorExtend = -1; // Restore main viewport if multi-viewport is not supported by the backend ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { SetWindowViewport(window, main_viewport); return; } window->ViewportOwned = false; // Appearing popups reset their viewport so they can inherit again if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) { window->Viewport = NULL; window->ViewportId = 0; } if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) window->Viewport = window->ParentWindow->Viewport; // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file if (window->Viewport == NULL && window->ViewportId != 0) { window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); } } bool lock_viewport = false; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) { // Code explicitly request a viewport window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. lock_viewport = true; } else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) { // Always inherit viewport from parent window if (window->DockNode && window->DockNode->HostWindow) IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); window->Viewport = window->ParentWindow->Viewport; } else if (window->DockNode && window->DockNode->HostWindow) { // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame window->Viewport = window->DockNode->HostWindow->Viewport; } else if (flags & ImGuiWindowFlags_Tooltip) { window->Viewport = g.MouseViewport; } else if (GetWindowAlwaysWantOwnViewport(window)) { window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) { if (window->Viewport != NULL && window->Viewport->Window == window) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } else { // Merge into host viewport? // We cannot test window->ViewportOwned as it set lower in the function. // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); if (try_to_merge_into_host_viewport) UpdateTryMergeWindowIntoHostViewports(window); } // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport if (window->Viewport == NULL) if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); // Mark window as allowed to protrude outside of its viewport and into the current monitor if (!lock_viewport) { if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) { // We need to take account of the possibility that mouse may become invalid. // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); bool mouse_valid = IsMousePosValid(&mouse_ref); if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); else window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) { // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) { // Steal/transfer ownership IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); window->Viewport->Window = window; window->Viewport->ID = window->ID; window->Viewport->LastNameHash = 0; } else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? { // New viewport window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); } } else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) { // Regular (non-child, non-popup) windows by default are also allowed to protrude // Child windows are kept contained within their parent. window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } } // Update flags window->ViewportOwned = (window == window->Viewport->Window); window->ViewportId = window->Viewport->ID; // If the OS window has a title bar, hide our imgui title bar //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) // window->Flags |= ImGuiWindowFlags_NoTitleBar; } void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) { ImGuiContext& g = *GImGui; bool viewport_rect_changed = false; // Synchronize window --> viewport in most situations // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM if (window->Viewport->PlatformRequestMove) { window->Pos = window->Viewport->Pos; MarkIniSettingsDirty(window); } else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) { viewport_rect_changed = true; window->Viewport->Pos = window->Pos; } if (window->Viewport->PlatformRequestResize) { window->Size = window->SizeFull = window->Viewport->Size; MarkIniSettingsDirty(window); } else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) { viewport_rect_changed = true; window->Viewport->Size = window->Size; } window->Viewport->UpdateWorkRect(); // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. if (viewport_rect_changed) UpdateViewportPlatformMonitor(window->Viewport); // Update common viewport flags const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; ImGuiWindowFlags window_flags = window->Flags; const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; if (window_flags & ImGuiWindowFlags_Tooltip) viewport_flags |= ImGuiViewportFlags_TopMost; if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) viewport_flags |= ImGuiViewportFlags_NoDecoration; // Not correct to set modal as topmost because: // - Because other popups can be stacked above a modal (e.g. combo box in a modal) // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" //if (flags & ImGuiWindowFlags_Modal) // viewport_flags |= ImGuiViewportFlags_TopMost; // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. if (is_short_lived_floating_window && !is_modal) viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; // We can overwrite viewport flags using ImGuiWindowClass (advanced users) if (window->WindowClass.ViewportFlagsOverrideSet) viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; if (window->WindowClass.ViewportFlagsOverrideClear) viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; // We can also tell the backend that clearing the platform window won't be necessary, // as our window background is filling the viewport and we have disabled BgAlpha. // FIXME: Work on support for per-viewport transparency (#2766) if (!(window_flags & ImGuiWindowFlags_NoBackground)) viewport_flags |= ImGuiViewportFlags_NoRendererClear; window->Viewport->Flags = viewport_flags; // Update parent viewport ID // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) if (window->WindowClass.ParentViewportId != (ImGuiID)-1) window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; else window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; } // Called by user at the end of the main loop, after EndFrame() // This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. void ImGui::UpdatePlatformWindows() { ImGuiContext& g = *GImGui; IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); g.FrameCountPlatformEnded = g.FrameCount; if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) return; // Create/resize/destroy platform windows to match each active viewport. // Skip the main viewport (index 0), which is always fully handled by the application! for (int i = 1; i < g.Viewports.Size; i++) { ImGuiViewportP* viewport = g.Viewports[i]; // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) bool destroy_platform_window = false; destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); if (destroy_platform_window) { DestroyPlatformWindow(viewport); continue; } // New windows that appears directly in a new viewport won't always have a size on their first frame if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) continue; // Create window bool is_new_platform_window = (viewport->PlatformWindowCreated == false); if (is_new_platform_window) { IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); g.PlatformIO.Platform_CreateWindow(viewport); if (g.PlatformIO.Renderer_CreateWindow != NULL) g.PlatformIO.Renderer_CreateWindow(viewport); viewport->LastNameHash = 0; viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. viewport->PlatformWindowCreated = true; } // Apply Position and Size (from ImGui to Platform/Renderer backends) if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); viewport->LastPlatformPos = viewport->Pos; viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; // Update title bar (if it changed) if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) { const char* title_begin = window_for_title->Name; char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); if (viewport->LastNameHash != title_hash) { char title_end_backup_c = *title_end; *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); *title_end = title_end_backup_c; viewport->LastNameHash = title_hash; } } // Update alpha (if it changed) if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); viewport->LastAlpha = viewport->Alpha; // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. if (g.PlatformIO.Platform_UpdateWindow) g.PlatformIO.Platform_UpdateWindow(viewport); if (is_new_platform_window) { // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) if (g.FrameCount < 3) viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; // Show window g.PlatformIO.Platform_ShowWindow(viewport); // Even without focus, we assume the window becomes front-most. // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; } // Clear request flags viewport->ClearRequestFlags(); } // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab. if (g.PlatformIO.Platform_GetWindowFocus != NULL) { ImGuiViewportP* focused_viewport = NULL; for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++) { ImGuiViewportP* viewport = g.Viewports[n]; if (viewport->PlatformWindowCreated) if (g.PlatformIO.Platform_GetWindowFocus(viewport)) focused_viewport = viewport; } // Store a tag so we can infer z-order easily from all our windows // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag // will keep the front most stamp instead of losing it back to their parent viewport. if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) { if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; g.PlatformLastFocusedViewportId = focused_viewport->ID; } } } // This is a default/basic function for performing the rendering/swap of multiple Platform Windows. // Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. // The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: // // ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); // for (int i = 1; i < platform_io.Viewports.Size; i++) // if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) // MyRenderFunction(platform_io.Viewports[i], my_args); // for (int i = 1; i < platform_io.Viewports.Size; i++) // if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) // MySwapBufferFunction(platform_io.Viewports[i], my_args); // void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) { // Skip the main viewport (index 0), which is always fully handled by the application! ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int i = 1; i < platform_io.Viewports.Size; i++) { ImGuiViewport* viewport = platform_io.Viewports[i]; if (viewport->Flags & ImGuiViewportFlags_Minimized) continue; if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); } for (int i = 1; i < platform_io.Viewports.Size; i++) { ImGuiViewport* viewport = platform_io.Viewports[i]; if (viewport->Flags & ImGuiViewportFlags_Minimized) continue; if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); } } static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) { ImGuiContext& g = *GImGui; for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) return monitor_n; } return -1; } // Search for the monitor with the largest intersection area with the given rectangle // We generally try to avoid searching loops but the monitor count should be very small here // FIXME-OPT: We could test the last monitor used for that viewport first, and early static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) { ImGuiContext& g = *GImGui; const int monitor_count = g.PlatformIO.Monitors.Size; if (monitor_count <= 1) return monitor_count - 1; // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. // This is necessary for tooltips which always resize down to zero at first. const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); int best_monitor_n = -1; float best_monitor_surface = 0.001f; for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) { const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); if (monitor_rect.Contains(rect)) return monitor_n; ImRect overlapping_rect = rect; overlapping_rect.ClipWithFull(monitor_rect); float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); if (overlapping_surface < best_monitor_surface) continue; best_monitor_surface = overlapping_surface; best_monitor_n = monitor_n; } return best_monitor_n; } // Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) { viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); } // Return value is always != NULL, but don't hold on it across frames. const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) { ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; int monitor_idx = viewport->PlatformMonitor; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) return &g.PlatformIO.Monitors[monitor_idx]; return &g.FallbackMonitor; } void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; if (viewport->PlatformWindowCreated) { if (g.PlatformIO.Renderer_DestroyWindow) g.PlatformIO.Renderer_DestroyWindow(viewport); if (g.PlatformIO.Platform_DestroyWindow) g.PlatformIO.Platform_DestroyWindow(viewport); IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) viewport->PlatformWindowCreated = false; } else { IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); } viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; viewport->ClearRequestFlags(); } void ImGui::DestroyPlatformWindows() { // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling // code to operator a consistent manner. // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without // crashing if it doesn't have data stored. ImGuiContext& g = *GImGui; for (int i = 0; i < g.Viewports.Size; i++) DestroyPlatformWindow(g.Viewports[i]); } //----------------------------------------------------------------------------- // [SECTION] DOCKING //----------------------------------------------------------------------------- // Docking: Internal Types // Docking: Forward Declarations // Docking: ImGuiDockContext // Docking: ImGuiDockContext Docking/Undocking functions // Docking: ImGuiDockNode // Docking: ImGuiDockNode Tree manipulation functions // Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) // Docking: Builder Functions // Docking: Begin/End Support Functions (called from Begin/End) // Docking: Settings //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Typical Docking call flow: (root level is generally public API): //----------------------------------------------------------------------------- // - NewFrame() new dear imgui frame // | DockContextNewFrameUpdateUndocking() - process queued undocking requests // | - DockContextProcessUndockWindow() - process one window undocking request // | - DockContextProcessUndockNode() - process one whole node undocking request // | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes // | - update g.HoveredDockNode - [debug] update node hovered by mouse // | - DockContextProcessDock() - process one docking request // | - DockNodeUpdate() // | - DockNodeUpdateForRootNode() // | - DockNodeUpdateFlagsAndCollapse() // | - DockNodeFindInfo() // | - destroy unused node or tab bar // | - create dock node host window // | - Begin() etc. // | - DockNodeStartMouseMovingWindow() // | - DockNodeTreeUpdatePosSize() // | - DockNodeTreeUpdateSplitter() // | - draw node background // | - DockNodeUpdateTabBar() - create/update tab bar for a docking node // | - DockNodeAddTabBar() // | - DockNodeUpdateWindowMenu() // | - DockNodeCalcTabBarLayout() // | - BeginTabBarEx() // | - TabItemEx() calls // | - EndTabBar() // | - BeginDockableDragDropTarget() // | - DockNodeUpdate() - recurse into child nodes... //----------------------------------------------------------------------------- // - DockSpace() user submit a dockspace into a window // | Begin(Child) - create a child window // | DockNodeUpdate() - call main dock node update function // | End(Child) // | ItemSize() //----------------------------------------------------------------------------- // - Begin() // | BeginDocked() // | BeginDockableDragDropSource() // | BeginDockableDragDropTarget() // | - DockNodePreviewDockRender() //----------------------------------------------------------------------------- // - EndFrame() // | DockContextEndFrame() //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Docking: Internal Types //----------------------------------------------------------------------------- // - ImGuiDockRequestType // - ImGuiDockRequest // - ImGuiDockPreviewData // - ImGuiDockNodeSettings // - ImGuiDockContext //----------------------------------------------------------------------------- enum ImGuiDockRequestType { ImGuiDockRequestType_None = 0, ImGuiDockRequestType_Dock, ImGuiDockRequestType_Undock, ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload }; struct ImGuiDockRequest { ImGuiDockRequestType Type; ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] ImGuiDir DockSplitDir; float DockSplitRatio; bool DockSplitOuter; ImGuiWindow* UndockTargetWindow; ImGuiDockNode* UndockTargetNode; ImGuiDockRequest() { Type = ImGuiDockRequestType_None; DockTargetWindow = DockPayload = UndockTargetWindow = NULL; DockTargetNode = UndockTargetNode = NULL; DockSplitDir = ImGuiDir_None; DockSplitRatio = 0.5f; DockSplitOuter = false; } }; struct ImGuiDockPreviewData { ImGuiDockNode FutureNode; bool IsDropAllowed; bool IsCenterAvailable; bool IsSidesAvailable; // Hold your breath, grammar freaks.. bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) ImGuiDockNode* SplitNode; ImGuiDir SplitDir; float SplitRatio; ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } }; // Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) struct ImGuiDockNodeSettings { ImGuiID ID; ImGuiID ParentNodeId; ImGuiID ParentWindowId; ImGuiID SelectedTabId; signed char SplitAxis; char Depth; ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) ImVec2ih Pos; ImVec2ih Size; ImVec2ih SizeRef; ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } }; //----------------------------------------------------------------------------- // Docking: Forward Declarations //----------------------------------------------------------------------------- namespace ImGui { // ImGuiDockContext static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); static void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all // ImGuiDockNode static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); static void DockNodeHideHostWindow(ImGuiDockNode* node); static void DockNodeUpdate(ImGuiDockNode* node); static void DockNodeUpdateForRootNode(ImGuiDockNode* node); static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); static void DockNodeAddTabBar(ImGuiDockNode* node); static void DockNodeRemoveTabBar(ImGuiDockNode* node); static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } static int DockNodeGetTabOrder(ImGuiWindow* window); // ImGuiDockNode tree manipulations static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); // Settings static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); } //----------------------------------------------------------------------------- // Docking: ImGuiDockContext //----------------------------------------------------------------------------- // The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, // or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. // At boot time only, we run a simple GC to remove nodes that have no references. // Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), // we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). // This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. //----------------------------------------------------------------------------- // - DockContextInitialize() // - DockContextShutdown() // - DockContextClearNodes() // - DockContextRebuildNodes() // - DockContextNewFrameUpdateUndocking() // - DockContextNewFrameUpdateDocking() // - DockContextEndFrame() // - DockContextFindNodeByID() // - DockContextBindNodeToWindow() // - DockContextGenNodeID() // - DockContextAddNode() // - DockContextRemoveNode() // - ImGuiDockContextPruneNodeData // - DockContextPruneUnusedSettingsNodes() // - DockContextBuildNodesFromSettings() // - DockContextBuildAddWindowsToNodes() //----------------------------------------------------------------------------- void ImGui::DockContextInitialize(ImGuiContext* ctx) { ImGuiContext& g = *ctx; // Add .ini handle for persistent docking data ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Docking"; ini_handler.TypeHash = ImHashStr("Docking"); ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; g.SettingsHandlers.push_back(ini_handler); } void ImGui::DockContextShutdown(ImGuiContext* ctx) { ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) IM_DELETE(node); } void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) { IM_UNUSED(ctx); IM_ASSERT(ctx == GImGui); DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); DockBuilderRemoveNodeChildNodes(root_id); } // [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch // (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); SaveIniSettingsToMemory(); ImGuiID root_id = 0; // Rebuild all DockContextClearNodes(ctx, root_id, false); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); DockContextBuildAddWindowsToNodes(ctx, root_id); } // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) { if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) DockContextClearNodes(ctx, 0, true); return; } // Setting NoSplit at runtime merges all nodes if (g.IO.ConfigDockingNoSplit) for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->IsRootNode() && node->IsSplitNode()) { DockBuilderRemoveNodeChildNodes(node->ID); //dc->WantFullRebuild = true; } // Process full rebuild #if 0 if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) dc->WantFullRebuild = true; #endif if (dc->WantFullRebuild) { DockContextRebuildNodes(ctx); dc->WantFullRebuild = false; } // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) for (int n = 0; n < dc->Requests.Size; n++) { ImGuiDockRequest* req = &dc->Requests[n]; if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow) DockContextProcessUndockWindow(ctx, req->UndockTargetWindow); else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode) DockContextProcessUndockNode(ctx, req->UndockTargetNode); } } // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; // [DEBUG] Store hovered dock node. // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. g.HoveredDockNode = NULL; if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) { if (hovered_window->DockNodeAsHost) g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); else if (hovered_window->RootWindow->DockNode) g.HoveredDockNode = hovered_window->RootWindow->DockNode; } // Process Docking requests for (int n = 0; n < dc->Requests.Size; n++) if (dc->Requests[n].Type == ImGuiDockRequestType_Dock) DockContextProcessDock(ctx, &dc->Requests[n]); dc->Requests.resize(0); // Create windows for each automatic docking nodes // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->IsFloatingNode()) DockNodeUpdate(node); } void ImGui::DockContextEndFrame(ImGuiContext* ctx) { // Draw backgrounds of node missing their window ImGuiContext& g = *ctx; ImGuiDockContext* dc = &g.DockContext; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) { ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE); node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); } } ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) { return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); } ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) { // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. ImGuiID id = 0x0001; while (DockContextFindNodeByID(ctx, id) != NULL) id++; return id; } static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) { // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. ImGuiContext& g = *ctx; if (id == 0) id = DockContextGenNodeID(ctx); else IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); return node; } static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); IM_ASSERT(node->Windows.Size == 0); if (node->HostWindow) node->HostWindow->DockNodeAsHost = NULL; ImGuiDockNode* parent_node = node->ParentNode; const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); if (merge) { IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); DockNodeTreeMerge(&g, parent_node, sibling_node); } else { for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) if (parent_node->ChildNodes[n] == node) node->ParentNode->ChildNodes[n] = NULL; dc->Nodes.SetVoidPtr(node->ID, NULL); IM_DELETE(node); } } static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) { const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); } // Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. struct ImGuiDockContextPruneNodeData { int CountWindows, CountChildWindows, CountChildNodes; ImGuiID RootId; ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } }; // Garbage collect unused nodes (run once at init time) static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; IM_ASSERT(g.Windows.Size == 0); ImPool<ImGuiDockContextPruneNodeData> pool; pool.Reserve(dc->NodesSettings.Size); // Count child nodes and compute RootID for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; if (settings->ParentNodeId) pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; } // Count reference to dock ids from dockspaces // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; if (settings->ParentWindowId != 0) if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowId)) if (window_settings->DockId) if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) data->CountChildNodes++; } // Count reference to dock ids from window settings // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (ImGuiID dock_id = settings->DockId) if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) { data->CountWindows++; if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) data_root->CountChildWindows++; } // Prune for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); if (data->CountWindows > 1) continue; ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); bool remove = false; remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window remove |= (data_root->CountChildWindows == 0); if (remove) { IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); DockSettingsRemoveNodeReferences(&settings->ID, 1); settings->ID = 0; } } } static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) { // Build nodes for (int node_n = 0; node_n < node_settings_count; node_n++) { ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; if (settings->ID == 0) continue; ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); node->Size = ImVec2(settings->Size.x, settings->Size.y); node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) node->ParentNode->ChildNodes[0] = node; else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) node->ParentNode->ChildNodes[1] = node; node->SelectedTabId = settings->SelectedTabId; node->SplitAxis = (ImGuiAxis)settings->SplitAxis; node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); // Bind host window immediately if it already exist (in case of a rebuild) // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. char host_window_title[20]; ImGuiDockNode* root_node = DockNodeGetRootNode(node); node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); } } void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) { // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) ImGuiContext& g = *ctx; for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) continue; if (window->DockNode != NULL) continue; ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) DockNodeAddWindow(node, window, true); } } //----------------------------------------------------------------------------- // Docking: ImGuiDockContext Docking/Undocking functions //----------------------------------------------------------------------------- // - DockContextQueueDock() // - DockContextQueueUndockWindow() // - DockContextQueueUndockNode() // - DockContextQueueNotifyRemovedNode() // - DockContextProcessDock() // - DockContextProcessUndockWindow() // - DockContextProcessUndockNode() // - DockContextCalcDropPosForDocking() //----------------------------------------------------------------------------- void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) { IM_ASSERT(target != payload); ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Dock; req.DockTargetWindow = target; req.DockTargetNode = target_node; req.DockPayload = payload; req.DockSplitDir = split_dir; req.DockSplitRatio = split_ratio; req.DockSplitOuter = split_outer; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) { ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Undock; req.UndockTargetWindow = window; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Undock; req.UndockTargetNode = node; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) { ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->Requests.Size; n++) if (dc->Requests[n].DockTargetNode == node) dc->Requests[n].Type = ImGuiDockRequestType_None; } void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) { IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); ImGuiContext& g = *ctx; IM_UNUSED(g); ImGuiWindow* payload_window = req->DockPayload; // Optional ImGuiWindow* target_window = req->DockTargetWindow; ImGuiDockNode* node = req->DockTargetNode; if (payload_window) IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); else IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); // Decide which Tab will be selected at the end of the operation ImGuiID next_selected_id = 0; ImGuiDockNode* payload_node = NULL; if (payload_window) { payload_node = payload_window->DockNodeAsHost; payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. if (payload_node && payload_node->IsLeafNode()) next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; if (payload_node == NULL) next_selected_id = payload_window->TabId; } // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. if (node) IM_ASSERT(node->LastFrameAlive <= g.FrameCount); if (node && target_window && node == target_window->DockNodeAsHost) IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); // Create new node and add existing window to it if (node == NULL) { node = DockContextAddNode(ctx, 0); node->Pos = target_window->Pos; node->Size = target_window->Size; if (target_window->DockNodeAsHost == NULL) { DockNodeAddWindow(node, target_window, true); node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; target_window->DockIsActive = true; } } ImGuiDir split_dir = req->DockSplitDir; if (split_dir != ImGuiDir_None) { // Split into two, one side will be our payload node unless we are dropping a loose window const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side const float split_ratio = req->DockSplitRatio; DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; new_node->HostWindow = node->HostWindow; node = new_node; } node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); if (node != payload_node) { // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) if (node->Windows.Size > 0 && node->TabBar == NULL) { DockNodeAddTabBar(node); for (int n = 0; n < node->Windows.Size; n++) TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); } if (payload_node != NULL) { // Transfer full payload node (with 1+ child windows or child nodes) if (payload_node->IsSplitNode()) { if (node->Windows.Size > 0) { // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. // In this situation, we move the windows of the target node into the currently visible node of the payload. // This allows us to preserve some of the underlying dock tree settings nicely. IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; if (visible_node->TabBar) IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); DockNodeMoveWindows(node, visible_node); DockNodeMoveWindows(visible_node, node); DockSettingsRenameNodeReferences(node->ID, visible_node->ID); } if (node->IsCentralNode()) { // Central node property needs to be moved to a leaf node, pick the last focused one. // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); IM_ASSERT(last_focused_node != NULL); ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); last_focused_root_node->CentralNode = last_focused_node; } IM_ASSERT(node->Windows.Size == 0); DockNodeMoveChildNodes(node, payload_node); } else { const ImGuiID payload_dock_id = payload_node->ID; DockNodeMoveWindows(node, payload_node); DockSettingsRenameNodeReferences(payload_dock_id, node->ID); } DockContextRemoveNode(ctx, payload_node, true); } else if (payload_window) { // Transfer single window const ImGuiID payload_dock_id = payload_window->DockId; node->VisibleWindow = payload_window; DockNodeAddWindow(node, payload_window, true); if (payload_dock_id != 0) DockSettingsRenameNodeReferences(payload_dock_id, node->ID); } } else { // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar node->WantHiddenTabBarUpdate = true; } // Update selection immediately if (ImGuiTabBar* tab_bar = node->TabBar) tab_bar->NextSelectedTabId = next_selected_id; MarkIniSettingsDirty(); } // Problem: // Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more // than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic // with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be // due to missing ImGuiBackendFlags_HasMouseCursors backend flag). // Solution: // When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. // Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) { if (ref_viewport == NULL) return size; ImGuiContext& g = *GImGui; ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f); if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) { const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); max_size = ImFloor(monitor->WorkSize * 0.90f); } return ImMin(size, max_size); } void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) { ImGuiContext& g = *ctx; IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); if (window->DockNode) DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); else window->DockId = 0; window->Collapsed = false; window->DockIsActive = false; window->DockNodeIsVisible = window->DockTabIsVisible = false; window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); MarkIniSettingsDirty(); } void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { ImGuiContext& g = *ctx; IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); IM_ASSERT(node->IsLeafNode()); IM_ASSERT(node->Windows.Size >= 1); if (node->IsRootNode() || node->IsCentralNode()) { // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); new_node->Pos = node->Pos; new_node->Size = node->Size; new_node->SizeRef = node->SizeRef; DockNodeMoveWindows(new_node, node); DockSettingsRenameNodeReferences(node->ID, new_node->ID); node = new_node; } else { // Otherwise extract our node and merge our sibling back into the parent node. IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; node->ParentNode->ChildNodes[index_in_parent] = NULL; DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport node->ParentNode = NULL; } for (int n = 0; n < node->Windows.Size; n++) { ImGuiWindow* window = node->Windows[n]; window->Flags &= ~ImGuiWindowFlags_ChildWindow; if (window->ParentWindow) window->ParentWindow->DC.ChildWindows.find_erase(window); UpdateWindowParentAndRootLinks(window, window->Flags, NULL); } node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); node->WantMouseMove = true; MarkIniSettingsDirty(); } // This is mostly used for automation. bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) { // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects // (which would be functionally identical) we only show the outer one. Reflect this here. if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) split_outer = true; ImGuiDockPreviewData split_data; DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); if (split_data.DropRectsDraw[split_dir+1].IsInverted()) return false; *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); return true; } //----------------------------------------------------------------------------- // Docking: ImGuiDockNode //----------------------------------------------------------------------------- // - DockNodeGetTabOrder() // - DockNodeAddWindow() // - DockNodeRemoveWindow() // - DockNodeMoveChildNodes() // - DockNodeMoveWindows() // - DockNodeApplyPosSizeToWindows() // - DockNodeHideHostWindow() // - ImGuiDockNodeFindInfoResults // - DockNodeFindInfo() // - DockNodeFindWindowByID() // - DockNodeUpdateFlagsAndCollapse() // - DockNodeUpdateHasCentralNodeFlag() // - DockNodeUpdateVisibleFlag() // - DockNodeStartMouseMovingWindow() // - DockNodeUpdate() // - DockNodeUpdateWindowMenu() // - DockNodeBeginAmendTabBar() // - DockNodeEndAmendTabBar() // - DockNodeUpdateTabBar() // - DockNodeAddTabBar() // - DockNodeRemoveTabBar() // - DockNodeIsDropAllowedOne() // - DockNodeIsDropAllowed() // - DockNodeCalcTabBarLayout() // - DockNodeCalcSplitRects() // - DockNodeCalcDropRectsAndTestMousePos() // - DockNodePreviewDockSetup() // - DockNodePreviewDockRender() //----------------------------------------------------------------------------- ImGuiDockNode::ImGuiDockNode(ImGuiID id) { ID = id; SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; TabBar = NULL; SplitAxis = ImGuiAxis_None; State = ImGuiDockNodeState_Unknown; LastBgColor = IM_COL32_WHITE; HostWindow = VisibleWindow = NULL; CentralNode = OnlyNodeWithWindows = NULL; CountNodeWithWindows = 0; LastFrameAlive = LastFrameActive = LastFrameFocused = -1; LastFocusedNodeId = 0; SelectedTabId = 0; WantCloseTabId = 0; AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; AuthorityForViewport = ImGuiDataAuthority_Auto; IsVisible = true; IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; IsBgDrawnThisFrame = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; } ImGuiDockNode::~ImGuiDockNode() { IM_DELETE(TabBar); TabBar = NULL; ChildNodes[0] = ChildNodes[1] = NULL; } int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) { ImGuiTabBar* tab_bar = window->DockNode->TabBar; if (tab_bar == NULL) return -1; ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); return tab ? tab_bar->GetTabOrder(tab) : -1; } static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) { window->Hidden = true; window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; } static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) { ImGuiContext& g = *GImGui; (void)g; if (window->DockNode) { // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) IM_ASSERT(window->DockNode->ID != node->ID); DockNodeRemoveWindow(window->DockNode, window, 0); } IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); node->Windows.push_back(window); node->WantHiddenTabBarUpdate = true; window->DockNode = node; window->DockId = node->ID; window->DockIsActive = (node->Windows.Size > 1); window->DockTabWantClose = false; // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. if (node->HostWindow == NULL && node->IsFloatingNode()) { if (node->AuthorityForPos == ImGuiDataAuthority_Auto) node->AuthorityForPos = ImGuiDataAuthority_Window; if (node->AuthorityForSize == ImGuiDataAuthority_Auto) node->AuthorityForSize = ImGuiDataAuthority_Window; if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) node->AuthorityForViewport = ImGuiDataAuthority_Window; } // Add to tab bar if requested if (add_to_tab_bar) { if (node->TabBar == NULL) { DockNodeAddTabBar(node); node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; // Add existing windows for (int n = 0; n < node->Windows.Size - 1; n++) TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); } TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); } DockNodeUpdateVisibleFlag(node); // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. if (node->HostWindow) UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); } static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) { ImGuiContext& g = *GImGui; IM_ASSERT(window->DockNode == node); //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); window->DockNode = NULL; window->DockIsActive = window->DockTabWantClose = false; window->DockId = save_dock_id; window->Flags &= ~ImGuiWindowFlags_ChildWindow; if (window->ParentWindow) window->ParentWindow->DC.ChildWindows.find_erase(window); UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately // Remove window bool erased = false; for (int n = 0; n < node->Windows.Size; n++) if (node->Windows[n] == window) { node->Windows.erase(node->Windows.Data + n); erased = true; break; } if (!erased) IM_ASSERT(erased); if (node->VisibleWindow == window) node->VisibleWindow = NULL; // Remove tab and possibly tab bar node->WantHiddenTabBarUpdate = true; if (node->TabBar) { TabBarRemoveTab(node->TabBar, window->TabId); const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; if (node->Windows.Size < tab_count_threshold_for_tab_bar) DockNodeRemoveTabBar(node); } if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) { // Automatic dock node delete themselves if they are not holding at least one tab DockContextRemoveNode(&g, node, true); return; } if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) { ImGuiWindow* remaining_window = node->Windows[0]; if (node->HostWindow->ViewportOwned && node->IsRootNode()) { // Transfer viewport back to the remaining loose window IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name); IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow); node->HostWindow->Viewport->Window = remaining_window; node->HostWindow->Viewport->ID = remaining_window->ID; } remaining_window->Collapsed = node->HostWindow->Collapsed; } // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree DockNodeUpdateVisibleFlag(node); } static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { IM_ASSERT(dst_node->Windows.Size == 0); dst_node->ChildNodes[0] = src_node->ChildNodes[0]; dst_node->ChildNodes[1] = src_node->ChildNodes[1]; if (dst_node->ChildNodes[0]) dst_node->ChildNodes[0]->ParentNode = dst_node; if (dst_node->ChildNodes[1]) dst_node->ChildNodes[1]->ParentNode = dst_node; dst_node->SplitAxis = src_node->SplitAxis; dst_node->SizeRef = src_node->SizeRef; src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; } static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) { // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) IM_ASSERT(src_node && dst_node && dst_node != src_node); ImGuiTabBar* src_tab_bar = src_node->TabBar; if (src_tab_bar != NULL) IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); if (move_tab_bar) { dst_node->TabBar = src_node->TabBar; src_node->TabBar = NULL; } // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). for (ImGuiWindow* window : src_node->Windows) { window->DockNode = NULL; window->DockIsActive = false; DockNodeAddWindow(dst_node, window, !move_tab_bar); } src_node->Windows.clear(); if (!move_tab_bar && src_node->TabBar) { if (dst_node->TabBar) dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; DockNodeRemoveTabBar(src_node); } } static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) { for (int n = 0; n < node->Windows.Size; n++) { SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always); } } static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) { if (node->HostWindow) { if (node->HostWindow->DockNodeAsHost == node) node->HostWindow->DockNodeAsHost = NULL; node->HostWindow = NULL; } if (node->Windows.Size == 1) { node->VisibleWindow = node->Windows[0]; node->Windows[0]->DockIsActive = false; } if (node->TabBar) DockNodeRemoveTabBar(node); } // Search function called once by root node in DockNodeUpdate() struct ImGuiDockNodeTreeInfo { ImGuiDockNode* CentralNode; ImGuiDockNode* FirstNodeWithWindows; int CountNodesWithWindows; //ImGuiWindowClass WindowClassForMerges; ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } }; static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) { if (node->Windows.Size > 0) { if (info->FirstNodeWithWindows == NULL) info->FirstNodeWithWindows = node; info->CountNodesWithWindows++; } if (node->IsCentralNode()) { IM_ASSERT(info->CentralNode == NULL); // Should be only one IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); info->CentralNode = node; } if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) return; if (node->ChildNodes[0]) DockNodeFindInfo(node->ChildNodes[0], info); if (node->ChildNodes[1]) DockNodeFindInfo(node->ChildNodes[1], info); } static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) { IM_ASSERT(id != 0); for (int n = 0; n < node->Windows.Size; n++) if (node->Windows[n]->ID == id) return node->Windows[n]; return NULL; } // - Remove inactive windows/nodes. // - Update visibility flag. static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); // Inherit most flags if (node->ParentNode) node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; // Recurse into children // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) node->HasCentralNodeChild = false; if (node->ChildNodes[0]) DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); if (node->ChildNodes[1]) DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); // Remove inactive windows, collapse nodes // Merge node flags overrides stored in windows node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; IM_ASSERT(window->DockNode == node); bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); bool remove = false; remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame remove |= (window->DockTabWantClose); if (remove) { window->DockTabWantClose = false; if (node->Windows.Size == 1 && !node->IsCentralNode()) { DockNodeHideHostWindow(node); node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return return; } DockNodeRemoveWindow(node, window, node->ID); window_n--; continue; } // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; } node->UpdateMergedFlags(); // Auto-hide tab bar option ImGuiDockNodeFlags node_flags = node->MergedFlags; if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) node->WantHiddenTabBarToggle = true; node->WantHiddenTabBarUpdate = false; // Cancel toggling if we know our tab bar is enforced to be hidden at all times if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) node->WantHiddenTabBarToggle = false; // Apply toggles at a single point of the frame (here!) if (node->Windows.Size > 1) node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); else if (node->WantHiddenTabBarToggle) node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); node->WantHiddenTabBarToggle = false; DockNodeUpdateVisibleFlag(node); } // This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) { node->HasCentralNodeChild = false; if (node->ChildNodes[0]) DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); if (node->ChildNodes[1]) DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); if (node->IsRootNode()) { ImGuiDockNode* mark_node = node->CentralNode; while (mark_node) { mark_node->HasCentralNodeChild = true; mark_node = mark_node->ParentNode; } } } static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) { // Update visibility flag bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); is_visible |= (node->Windows.Size > 0); is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); node->IsVisible = is_visible; } static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(node->WantMouseMove == true); StartMouseMovingWindow(window); g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. node->WantMouseMove = false; } // Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) { DockNodeUpdateFlagsAndCollapse(node); // - Setup central node pointers // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing ImGuiDockNodeTreeInfo info; DockNodeFindInfo(node, &info); node->CentralNode = info.CentralNode; node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; node->CountNodeWithWindows = info.CountNodesWithWindows; if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; // Copy the window class from of our first window so it can be used for proper dock filtering. // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) { node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; for (int n = 1; n < first_node_with_windows->Windows.Size; n++) if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) { node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; break; } } ImGuiDockNode* mark_node = node->CentralNode; while (mark_node) { mark_node->HasCentralNodeChild = true; mark_node = mark_node->ParentNode; } } static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) { // Remove ourselves from any previous different host window // This can happen if a user mistakenly does (see #4295 for details): // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace // - N+1: NewFrame() // will create floating host window for that node // - N+1: DockSpace(id) // requalify node as dockspace, moving host window if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) node->HostWindow->DockNodeAsHost = NULL; host_window->DockNodeAsHost = node; node->HostWindow = host_window; } static void ImGui::DockNodeUpdate(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; IM_ASSERT(node->LastFrameActive != g.FrameCount); node->LastFrameAlive = g.FrameCount; node->IsBgDrawnThisFrame = false; node->CentralNode = node->OnlyNodeWithWindows = NULL; if (node->IsRootNode()) DockNodeUpdateForRootNode(node); // Remove tab bar if not needed if (node->TabBar && node->IsNoTabBar()) DockNodeRemoveTabBar(node); // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) bool want_to_hide_host_window = false; if (node->IsFloatingNode()) { if (node->Windows.Size <= 1 && node->IsLeafNode()) if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) want_to_hide_host_window = true; if (node->CountNodeWithWindows == 0) want_to_hide_host_window = true; } if (want_to_hide_host_window) { if (node->Windows.Size == 1) { // Floating window pos/size is authoritative ImGuiWindow* single_window = node->Windows[0]; node->Pos = single_window->Pos; node->Size = single_window->SizeFull; node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; // Transfer focus immediately so when we revert to a regular window it is immediately selected if (node->HostWindow && g.NavWindow == node->HostWindow) FocusWindow(single_window); if (node->HostWindow) { single_window->Viewport = node->HostWindow->Viewport; single_window->ViewportId = node->HostWindow->ViewportId; if (node->HostWindow->ViewportOwned) { single_window->Viewport->Window = single_window; single_window->ViewportOwned = true; } } } DockNodeHideHostWindow(node); node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; node->WantCloseAll = false; node->WantCloseTabId = 0; node->HasCloseButton = node->HasWindowMenuButton = false; node->LastFrameActive = g.FrameCount; if (node->WantMouseMove && node->Windows.Size == 1) DockNodeStartMouseMovingWindow(node, node->Windows[0]); return; } // In some circumstance we will defer creating the host window (so everything will be kept hidden), // while the expected visible window is resizing itself. // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: // N+0: Begin(): window created (with no known size), node is created // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). // In reality it isn't very important as user quickly ends up with size data in .ini file. if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) { IM_ASSERT(node->Windows.Size > 0); ImGuiWindow* ref_window = NULL; if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); if (ref_window == NULL) ref_window = node->Windows[0]; if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) { node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; return; } } const ImGuiDockNodeFlags node_flags = node->MergedFlags; // Decide if the node will have a close button and a window menu button node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; node->HasCloseButton = false; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. ImGuiWindow* window = node->Windows[window_n]; node->HasCloseButton |= window->HasCloseButton; window->DockIsActive = (node->Windows.Size > 1); } if (node_flags & ImGuiDockNodeFlags_NoCloseButton) node->HasCloseButton = false; // Bind or create host window ImGuiWindow* host_window = NULL; bool beginned_into_host_window = false; if (node->IsDockSpace()) { // [Explicit root dockspace node] IM_ASSERT(node->HostWindow); host_window = node->HostWindow; } else { // [Automatic root or child nodes] if (node->IsRootNode() && node->IsVisible) { ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; // Sync Pos if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) SetNextWindowPos(ref_window->Pos); else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) SetNextWindowPos(node->Pos); // Sync Size if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) SetNextWindowSize(ref_window->SizeFull); else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) SetNextWindowSize(node->Size); // Sync Collapsed if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) SetNextWindowCollapsed(ref_window->Collapsed); // Sync Viewport if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) SetNextWindowViewport(ref_window->ViewportId); SetNextWindowClass(&node->WindowClass); // Begin into the host window char window_label[20]; DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; window_flags |= ImGuiWindowFlags_NoTitleBar; SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); Begin(window_label, NULL, window_flags); PopStyleVar(); beginned_into_host_window = true; host_window = g.CurrentWindow; DockNodeSetupHostWindow(node, host_window); host_window->DC.CursorPos = host_window->Pos; node->Pos = host_window->Pos; node->Size = host_window->Size; // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back // after the dock host window, losing their top-most status. if (node->HostWindow->Appearing) BringWindowToDisplayFront(node->HostWindow); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; } else if (node->ParentNode) { node->HostWindow = host_window = node->ParentNode->HostWindow; node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; } if (node->WantMouseMove && node->HostWindow) DockNodeStartMouseMovingWindow(node, node->HostWindow); } // Update focused node (the one whose title bar is highlight) within a node tree if (node->IsSplitNode()) IM_ASSERT(node->TabBar == NULL); if (node->IsRootNode()) if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window) node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID; // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace ImGuiDockNode* central_node = node->CentralNode; const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); bool central_node_hole_register_hit_test_hole = central_node_hole; if (central_node_hole) if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) central_node_hole_register_hit_test_hole = false; if (central_node_hole_register_hit_test_hole) { // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen // covering passthru node we'd have a gap on the edge not covered by the hole) IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); if (central_node_hole && !hole_rect.IsInverted()) { SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); if (host_window->ParentWindow) SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); } } // Update position/size, process and draw resizing splitters if (node->IsRootNode() && host_window) { DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); DockNodeTreeUpdateSplitter(node); } // Draw empty node background (currently can only be the Central Node) if (host_window && node->IsEmpty() && node->IsVisible) { host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); if (node->LastBgColor != 0) host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); node->IsBgDrawnThisFrame = true; } // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; if (render_dockspace_bg && node->IsVisible) { host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); if (central_node_hole) RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); else host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); } // Draw and populate Tab Bar if (host_window) host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); if (host_window && node->Windows.Size > 0) { DockNodeUpdateTabBar(node, host_window); } else { node->WantCloseAll = false; node->WantCloseTabId = 0; node->IsFocused = false; } if (node->TabBar && node->TabBar->SelectedTabId) node->SelectedTabId = node->TabBar->SelectedTabId; else if (node->Windows.Size > 0) node->SelectedTabId = node->Windows[0]->TabId; // Draw payload drop target if (host_window && node->IsVisible) if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) BeginDockableDragDropTarget(host_window); // We update this after DockNodeUpdateTabBar() node->LastFrameActive = g.FrameCount; // Recurse into children // FIXME-DOCK FIXME-OPT: Should not need to recurse into children if (host_window) { if (node->ChildNodes[0]) DockNodeUpdate(node->ChildNodes[0]); if (node->ChildNodes[1]) DockNodeUpdate(node->ChildNodes[1]); // Render outer borders last (after the tab bar) if (node->IsRootNode()) RenderWindowOuterBorders(host_window); } // End host window if (beginned_into_host_window) //-V1020 End(); } // Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) { ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) return d; return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); } static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) { // Try to position the menu so it is more likely to stays within the same viewport ImGuiContext& g = *GImGui; ImGuiID ret_tab_id = 0; if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); else SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); if (BeginPopup("#WindowMenu")) { node->IsFocused = true; if (tab_bar->Tabs.Size == 1) { if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar())) node->WantHiddenTabBarToggle = true; } else { 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; if (Selectable(tab_bar->GetTabName(tab), tab->ID == tab_bar->SelectedTabId)) ret_tab_id = tab->ID; SameLine(); Text(" "); } } EndPopup(); } return ret_tab_id; } // User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) { if (node->TabBar == NULL || node->HostWindow == NULL) return false; if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return false; Begin(node->HostWindow->Name); PushOverrideID(node->ID); bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node); IM_UNUSED(ret); IM_ASSERT(ret); return true; } void ImGui::DockNodeEndAmendTabBar() { EndTabBar(); PopID(); End(); } static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node, ImGuiWindow* host_window) { // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) ImGuiContext& g = *GImGui; if (g.NavWindowingTarget) return (g.NavWindowingTarget->DockNode == node); // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID) for (ImGuiDockNode* parent_node = g.NavWindow->RootWindow->DockNode; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) return true; return false; } // Submit the tab bar corresponding to a dock node and various housekeeping details. static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); const bool closed_all = node->WantCloseAll && node_was_active; const ImGuiID closed_one = node->WantCloseTabId && node_was_active; node->WantCloseAll = false; node->WantCloseTabId = 0; // Decide if we should use a focused title bar color bool is_focused = false; ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (IsDockNodeTitleBarHighlighted(node, root_node, host_window)) is_focused = true; // Hidden tab bar will show a triangle on the upper-left (in Begin) if (node->IsHiddenTabBar() || node->IsNoTabBar()) { node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; node->IsFocused = is_focused; if (is_focused) node->LastFrameFocused = g.FrameCount; if (node->VisibleWindow) { // Notify root of visible window (used to display title in OS task bar) if (is_focused || root_node->VisibleWindow == NULL) root_node->VisibleWindow = node->VisibleWindow; if (node->TabBar) node->TabBar->VisibleTabId = node->VisibleWindow->TabId; } return; } // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed bool backup_skip_item = host_window->SkipItems; if (!node->IsDockSpace()) { host_window->SkipItems = false; host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; } // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, // as docked windows themselves will override the stack with their own root ID. PushOverrideID(node->ID); ImGuiTabBar* tab_bar = node->TabBar; bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden if (tab_bar == NULL) { DockNodeAddTabBar(node); tab_bar = node->TabBar; } ImGuiID focus_tab_id = 0; node->IsFocused = is_focused; const ImGuiDockNodeFlags node_flags = node->MergedFlags; const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); // In a dock node, the Collapse Button turns into the Window Menu button. // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? if (has_window_menu_button && IsPopupOpen("#WindowMenu")) { if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar)) focus_tab_id = tab_bar->NextSelectedTabId = tab_id; is_focused |= node->IsFocused; } // Layout ImRect title_bar_rect, tab_bar_rect; ImVec2 window_menu_button_pos; ImVec2 close_button_pos; DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. const int tabs_count_old = tab_bar->Tabs.Size; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); } // Title bar if (is_focused) node->LastFrameFocused = g.FrameCount; ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE); host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); // Docking/Collapse button if (has_window_menu_button) { if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) OpenPopup("#WindowMenu"); if (IsItemActive()) focus_tab_id = tab_bar->SelectedTabId; } // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value int tabs_unsorted_start = tab_bar->Tabs.Size; for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) { // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; tabs_unsorted_start = tab_n; } if (tab_bar->Tabs.Size > tabs_unsorted_start) { IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); } // Apply NavWindow focus back to the tab bar if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; else if (tab_bar->Tabs.Size > tabs_count_old) tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; // Begin tab bar ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; if (!host_window->Collapsed && is_focused) tab_bar_flags |= ImGuiTabBarFlags_IsFocused; BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node); //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); // Backup style colors ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; // Submit actual tabs node->VisibleWindow = NULL; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) continue; if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) { ImGuiTabItemFlags tab_item_flags = 0; tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; if (window->Flags & ImGuiWindowFlags_UnsavedDocument) tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Apply stored style overrides for the window for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) bool tab_open = true; TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); if (!tab_open) node->WantCloseTabId = window->TabId; if (tab_bar->VisibleTabId == window->TabId) node->VisibleWindow = window; // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; window->DockTabItemRect = g.LastItemData.Rect; // Update navigation ID on menu layer if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) host_window->NavLastIds[1] = window->TabId; } } // Restore style colors for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; // Notify root of visible window (used to display title in OS task bar) if (node->VisibleWindow) if (is_focused || root_node->VisibleWindow == NULL) root_node->VisibleWindow = node->VisibleWindow; // Close button (after VisibleWindow was updated) // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; const bool close_button_is_visible = node->HasCloseButton; //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) if (close_button_is_visible) { if (!close_button_is_enabled) { PushItemFlag(ImGuiItemFlags_Disabled, true); PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); } if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) { node->WantCloseAll = true; for (int n = 0; n < tab_bar->Tabs.Size; n++) TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); } //if (IsItemActive()) // focus_tab_id = tab_bar->SelectedTabId; if (!close_button_is_enabled) { PopStyleColor(); PopItemFlag(); } } // When clicking on the title bar outside of tabs, we still focus the selected tab for that node // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) { bool held; ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap); if (g.HoveredId == title_bar_id) { // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar, // otherwise dragging window will steal HoveredId and amended tabs cannot get them. g.LastItemData.ID = title_bar_id; SetItemAllowOverlap(); } if (held) { if (IsMouseClicked(0)) focus_tab_id = tab_bar->SelectedTabId; // Forward moving request to selected window if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); } } // Forward focus from host node to selected window //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) // focus_tab_id = tab_bar->SelectedTabId; // When clicked on a tab we requested focus to the docked child // This overrides the value set by "forward focus from host node to selected window". if (tab_bar->NextSelectedTabId) focus_tab_id = tab_bar->NextSelectedTabId; // Apply navigation focus if (focus_tab_id != 0) if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) if (tab->Window) { FocusWindow(tab->Window); NavInitWindow(tab->Window, false); } EndTabBar(); PopID(); // Restore SkipItems flag if (!node->IsDockSpace()) { host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; host_window->SkipItems = backup_skip_item; } } static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) { IM_ASSERT(node->TabBar == NULL); node->TabBar = IM_NEW(ImGuiTabBar); } static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) { if (node->TabBar == NULL) return; IM_DELETE(node->TabBar); node->TabBar = NULL; } static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) { if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) return false; ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; ImGuiWindowClass* payload_class = &payload->WindowClass; if (host_class->ClassId != payload_class->ClassId) { if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) return true; if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) return true; return false; } // Prevent docking any window created above a popup // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. // But it would requires more work on our end because the dock host windows is technically created in NewFrame() // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. ImGuiContext& g = *GImGui; for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. return false; return true; } static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) { if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering return true; const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; for (int payload_n = 0; payload_n < payload_count; payload_n++) { ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; if (DockNodeIsDropAllowedOne(payload, host_window)) return true; } return false; } // window menu button == collapse button when not in a dock node. // FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); if (out_title_rect) { *out_title_rect = r; } r.Min.x += style.WindowBorderSize; r.Max.x -= style.WindowBorderSize; float button_sz = g.FontSize; ImVec2 window_menu_button_pos = r.Min; r.Min.x += style.FramePadding.x; r.Max.x -= style.FramePadding.x; if (node->HasCloseButton) { r.Max.x -= button_sz; if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y); } if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) { r.Min.x += button_sz + style.ItemInnerSpacing.x; } else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) { r.Max.x -= button_sz + style.FramePadding.x; window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); } if (out_tab_bar_rect) { *out_tab_bar_rect = r; } if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } } void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) { ImGuiContext& g = *GImGui; const float dock_spacing = g.Style.ItemInnerSpacing.x; const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; pos_new[axis ^ 1] = pos_old[axis ^ 1]; size_new[axis ^ 1] = size_old[axis ^ 1]; // Distribute size on given axis (with a desired size or equally) const float w_avail = size_old[axis] - dock_spacing; if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) { size_new[axis] = size_new_desired[axis]; size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } else { size_new[axis] = IM_FLOOR(w_avail * 0.5f); size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } // Position each node if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) { pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; } else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) { pos_new[axis] = pos_old[axis]; pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; } } // Retrieve the drop rectangles for a given direction or for the center + perform hit testing. bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) { ImGuiContext& g = *GImGui; const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); float hs_w; // Half-size, longer axis float hs_h; // Half-size, smaller axis ImVec2 off; // Distance from edge or center if (outer_docking) { //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); //hs_h = ImFloor(hs_w * 0.15f); //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); hs_w = ImFloor(hs_for_central_nodes * 1.50f); hs_h = ImFloor(hs_for_central_nodes * 0.80f); off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); } else { hs_w = ImFloor(hs_for_central_nodes); hs_h = ImFloor(hs_for_central_nodes * 0.90f); off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); } ImVec2 c = ImFloor(parent.GetCenter()); if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } if (test_mouse_pos == NULL) return false; ImRect hit_r = out_r; if (!outer_docking) { // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides hit_r.Expand(ImFloor(hs_w * 0.30f)); ImVec2 mouse_delta = (*test_mouse_pos - c); float mouse_delta_len2 = ImLengthSqr(mouse_delta); float r_threshold_center = hs_w * 1.4f; float r_threshold_sides = hs_w * (1.4f + 1.2f); if (mouse_delta_len2 < r_threshold_center * r_threshold_center) return (dir == ImGuiDir_None); if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); } return hit_r.Contains(*test_mouse_pos); } // host_node may be NULL if the window doesn't have a DockNode already. // FIXME-DOCK: This is misnamed since it's also doing the filtering. static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) { ImGuiContext& g = *GImGui; // There is an edge case when docking into a dockspace which only has inactive nodes. // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. if (payload_node == NULL) payload_node = payload_window->DockNodeAsHost; ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; if (ref_node_for_rect) IM_ASSERT(ref_node_for_rect->IsVisible == true); // Filter, figure out where we are allowed to dock ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; data->IsCenterAvailable = true; if (is_outer_docking) data->IsCenterAvailable = false; else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking) data->IsCenterAvailable = false; else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) data->IsCenterAvailable = false; else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? data->IsCenterAvailable = false; else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) data->IsCenterAvailable = false; else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) data->IsCenterAvailable = false; else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) data->IsCenterAvailable = false; data->IsSidesAvailable = true; if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit) data->IsSidesAvailable = false; else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) data->IsSidesAvailable = false; else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)) data->IsSidesAvailable = false; // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; // Calculate drop shapes geometry for allowed splitting directions IM_ASSERT(ImGuiDir_None == -1); data->SplitNode = host_node; data->SplitDir = ImGuiDir_None; data->IsSplitDirExplicit = false; if (!host_window->Collapsed) for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) { if (dir == ImGuiDir_None && !data->IsCenterAvailable) continue; if (dir != ImGuiDir_None && !data->IsSidesAvailable) continue; if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) { data->SplitDir = (ImGuiDir)dir; data->IsSplitDirExplicit = true; } } // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) data->IsDropAllowed = false; // Calculate split area data->SplitRatio = 0.0f; if (data->SplitDir != ImGuiDir_None) { ImGuiDir split_dir = data->SplitDir; ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; ImVec2 pos_new, pos_old = data->FutureNode.Pos; ImVec2 size_new, size_old = data->FutureNode.Size; DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); // Calculate split ratio so we can pass it down the docking request float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); data->FutureNode.Pos = pos_new; data->FutureNode.Size = size_new; data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); } } static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) { ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; // In case the two windows involved are on different viewports, we will draw the overlay on each of them. int overlay_draw_lists_count = 0; ImDrawList* overlay_draw_lists[2]; overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); // Draw main preview rectangle const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); // Display area preview const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); if (data->IsDropAllowed) { ImRect overlay_rect = data->FutureNode.Rect(); if (data->SplitDir == ImGuiDir_None && can_preview_tabs) overlay_rect.Min.y += GetFrameHeight(); if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE)); } // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) { // Compute target tab bar geometry so we can locate our preview tabs ImRect tab_bar_rect; DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); ImVec2 tab_pos = tab_bar_rect.Min; if (host_node && host_node->TabBar) { if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. else tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x; } else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) { tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar } // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) if (root_payload->DockNodeAsHost) IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; for (int payload_n = 0; payload_n < payload_count; payload_n++) { // DockNode's TabBar may have non-window Tabs manually appended by user ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; if (tab_bar_with_payload && payload_window == NULL) continue; if (!DockNodeIsDropAllowedOne(payload_window, host_window)) continue; // Calculate the tab bounding box for each payload window ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton); ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]); PushStyleColor(ImGuiCol_Text, overlay_col_text); for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) { ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0); if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PopClipRect(); } PopStyleColor(); } } // Display drop boxes const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) { if (!data->DropRectsDraw[dir + 1].IsInverted()) { ImRect draw_r = data->DropRectsDraw[dir + 1]; ImRect draw_r_in = draw_r; draw_r_in.Expand(-2.0f); ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) { ImVec2 center = ImFloor(draw_r_in.GetCenter()); overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); } } // Stop after ImGuiDir_None if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) return; } } //----------------------------------------------------------------------------- // Docking: ImGuiDockNode Tree manipulation functions //----------------------------------------------------------------------------- // - DockNodeTreeSplit() // - DockNodeTreeMerge() // - DockNodeTreeUpdatePosSize() // - DockNodeTreeUpdateSplitterFindTouchingNode() // - DockNodeTreeUpdateSplitter() // - DockNodeTreeFindFallbackLeafNode() // - DockNodeTreeFindNodeByPos() //----------------------------------------------------------------------------- void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) { ImGuiContext& g = *GImGui; IM_ASSERT(split_axis != ImGuiAxis_None); ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); child_0->ParentNode = parent_node; ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); child_1->ParentNode = parent_node; ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; DockNodeMoveChildNodes(child_inheritor, parent_node); parent_node->ChildNodes[0] = child_0; parent_node->ChildNodes[1] = child_1; parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; parent_node->SplitAxis = split_axis; parent_node->VisibleWindow = NULL; parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE); size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. child_0->SizeRef = child_1->SizeRef = parent_node->Size; child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; child_0->UpdateMergedFlags(); child_1->UpdateMergedFlags(); parent_node->UpdateMergedFlags(); if (child_inheritor->IsCentralNode()) DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; } void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) { // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. ImGuiContext& g = *GImGui; ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; IM_ASSERT(child_0 || child_1); IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) { IM_ASSERT(parent_node->TabBar == NULL); IM_ASSERT(parent_node->Windows.Size == 0); } IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); ImVec2 backup_last_explicit_size = parent_node->SizeRef; DockNodeMoveChildNodes(parent_node, merge_lead_child); if (child_0) { DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); } if (child_1) { DockNodeMoveWindows(parent_node, child_1); DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); } DockNodeApplyPosSizeToWindows(parent_node); parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; parent_node->VisibleWindow = merge_lead_child->VisibleWindow; parent_node->SizeRef = backup_last_explicit_size; // Flags transfer parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows parent_node->UpdateMergedFlags(); if (child_0) { ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); IM_DELETE(child_0); } if (child_1) { ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); IM_DELETE(child_1); } } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) // (Depth-first, Pre-Order) void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) { // During the regular dock node update we write to all nodes. // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; if (write_to_node) { node->Pos = pos; node->Size = size; } if (node->IsLeafNode()) return; ImGuiDockNode* child_0 = node->ChildNodes[0]; ImGuiDockNode* child_1 = node->ChildNodes[1]; ImVec2 child_0_pos = pos, child_1_pos = pos; ImVec2 child_0_size = size, child_1_size = size; const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) { ImGuiContext& g = *GImGui; const float spacing = DOCKING_SPLITTER_SIZE; const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; const float size_avail = ImMax(size[axis] - spacing, 0.0f); // Size allocation policy // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor() // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) { child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) { child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) { // FIXME-DOCK: We cannot honor the requested size, so apply ratio. // Currently this path will only be taken if code programmatically sets WantLockSizeOnce float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio); child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) { child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); child_1_size[axis] = (size_avail - child_0_size[axis]); } else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) { child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); child_0_size[axis] = (size_avail - child_1_size[axis]); } else { // 4) Otherwise distribute according to the relative ratio of each SizeRef value float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f)); child_1_size[axis] = (size_avail - child_0_size[axis]); } child_1_pos[axis] += spacing + child_0_size[axis]; } if (only_write_to_single_node == NULL) child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; if (child_0_recurse) DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); if (child_1_recurse) DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); } static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes) { if (node->IsLeafNode()) { touching_nodes->push_back(node); return; } if (node->ChildNodes[0]->IsVisible) if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); if (node->ChildNodes[1]->IsVisible) if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); } // (Depth-First, Pre-Order) void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) { if (node->IsLeafNode()) return; ImGuiContext& g = *GImGui; ImGuiDockNode* child_0 = node->ChildNodes[0]; ImGuiDockNode* child_1 = node->ChildNodes[1]; if (child_0->IsVisible && child_1->IsVisible) { // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; IM_ASSERT(axis != ImGuiAxis_None); ImRect bb; bb.Min = child_0->Pos; bb.Max = child_1->Pos; bb.Min[axis] += child_0->Size[axis]; bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) { ImGuiWindow* window = g.CurrentWindow; window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); } else { //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. //bb.Max[axis] -= 1; PushID(node->ID); // Find resizing limits by gathering list of nodes that are touching the splitter line. ImVector<ImGuiDockNode*> touching_nodes[2]; float min_size = g.Style.WindowMinSize[axis]; float resize_limits[2]; resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; ImGuiID splitter_id = GetID("##Splitter"); if (g.ActiveId == splitter_id) // Only process when splitter is active { DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); // [DEBUG] Render touching nodes & limits /* ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); for (int n = 0; n < 2; n++) { for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); if (axis == ImGuiAxis_X) draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); else draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); } */ } // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters float cur_size_0 = child_0->Size[axis]; float cur_size_1 = child_1->Size[axis]; float min_size_0 = resize_limits[0] - child_0->Pos[axis]; float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) { if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) { child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; // Lock the size of every node that is a sibling of the node we are touching // This might be less desirable if we can merge sibling of a same axis into the same parental level. for (int side_n = 0; side_n < 2; side_n++) for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) { ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); while (touching_node->ParentNode != node) { if (touching_node->ParentNode->SplitAxis == axis) { // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; node_to_preserve->WantLockSizeOnce = true; //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); } touching_node = touching_node->ParentNode; } } DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); MarkIniSettingsDirty(); } } PopID(); } } if (child_0->IsVisible) DockNodeTreeUpdateSplitter(child_0); if (child_1->IsVisible) DockNodeTreeUpdateSplitter(child_1); } ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) { if (node->IsLeafNode()) return node; if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) return leaf_node; if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) return leaf_node; return NULL; } ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) { if (!node->IsVisible) return NULL; const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? ImRect r(node->Pos, node->Pos + node->Size); r.Expand(dock_spacing * 0.5f); bool inside = r.Contains(pos); if (!inside) return NULL; if (node->IsLeafNode()) return node; if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) return hovered_node; if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) return hovered_node; return NULL; } //----------------------------------------------------------------------------- // Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) //----------------------------------------------------------------------------- // - SetWindowDock() [Internal] // - DockSpace() // - DockSpaceOverViewport() //----------------------------------------------------------------------------- // [Internal] Called via SetNextWindowDockID() void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowDockAllowFlags & cond) == 0) return; window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); if (window->DockId == dock_id) return; // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot ImGuiContext* ctx = GImGui; if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id)) if (new_node->IsSplitNode()) { // Policy: Find central node or latest focused node. We first move back to our root node. new_node = DockNodeGetRootNode(new_node); if (new_node->CentralNode) { IM_ASSERT(new_node->CentralNode->IsCentralNode()); dock_id = new_node->CentralNode->ID; } else { dock_id = new_node->LastFocusedNodeId; } } if (window->DockId == dock_id) return; if (window->DockNode) DockNodeRemoveWindow(window->DockNode, window, 0); window->DockId = dock_id; } // Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. // The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. // DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; ImGuiWindow* window = GetCurrentWindow(); if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return 0; // Early out if parent window is hidden/collapsed // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. if (window->SkipItems) flags |= ImGuiDockNodeFlags_KeepAliveOnly; IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); IM_ASSERT(id != 0); ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (!node) { IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id); node = DockContextAddNode(ctx, id); node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); } if (window_class && window_class->ClassId != node->WindowClass.ClassId) IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); node->SharedFlags = flags; node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); // When a DockSpace transitioned form implicit to explicit this may be called a second time // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) { IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); return id; } node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible if (flags & ImGuiDockNodeFlags_KeepAliveOnly) { node->LastFrameAlive = g.FrameCount; return id; } const ImVec2 content_avail = GetContentRegionAvail(); ImVec2 size = ImFloor(size_arg); if (size.x <= 0.0f) size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Pos = window->DC.CursorPos; node->Size = node->SizeRef = size; SetNextWindowPos(node->Pos); SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; window_flags |= ImGuiWindowFlags_NoBackground; char title[256]; ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); Begin(title, NULL, window_flags); PopStyleVar(); ImGuiWindow* host_window = g.CurrentWindow; DockNodeSetupHostWindow(node, host_window); host_window->ChildId = window->GetID(title); node->OnlyNodeWithWindows = NULL; IM_ASSERT(node->IsRootNode()); // We need to handle the rare case were a central node is missing. // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, // as it doesn't make sense for an empty dockspace to not have this property. if (node->IsLeafNode() && !node->IsCentralNode()) node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); // Update the node DockNodeUpdate(node); End(); ItemSize(size); return id; } // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! // The limitation with this call is that your window won't have a menu bar. // Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. // But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) { if (viewport == NULL) viewport = GetMainViewport(); SetNextWindowPos(viewport->WorkPos); SetNextWindowSize(viewport->WorkSize); SetNextWindowViewport(viewport->ID); ImGuiWindowFlags host_window_flags = 0; host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) host_window_flags |= ImGuiWindowFlags_NoBackground; char label[32]; ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID); PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); Begin(label, NULL, host_window_flags); PopStyleVar(3); ImGuiID dockspace_id = GetID("DockSpace"); DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); End(); return dockspace_id; } //----------------------------------------------------------------------------- // Docking: Builder Functions //----------------------------------------------------------------------------- // Very early end-user API to manipulate dock nodes. // Only available in imgui_internal.h. Expect this API to change/break! // It is expected that those functions are all called _before_ the dockspace node submission. //----------------------------------------------------------------------------- // - DockBuilderDockWindow() // - DockBuilderGetNode() // - DockBuilderSetNodePos() // - DockBuilderSetNodeSize() // - DockBuilderAddNode() // - DockBuilderRemoveNode() // - DockBuilderRemoveNodeChildNodes() // - DockBuilderRemoveNodeDockedWindows() // - DockBuilderSplitNode() // - DockBuilderCopyNodeRec() // - DockBuilderCopyNode() // - DockBuilderCopyWindowSettings() // - DockBuilderCopyDockSpace() // - DockBuilderFinish() //----------------------------------------------------------------------------- void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) { // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) ImGuiID window_id = ImHashStr(window_name); if (ImGuiWindow* window = FindWindowByID(window_id)) { // Apply to created window SetWindowDock(window, node_id, ImGuiCond_Always); window->DockOrder = -1; } else { // Apply to settings ImGuiWindowSettings* settings = FindWindowSettings(window_id); if (settings == NULL) settings = CreateNewWindowSettings(window_name); settings->DockId = node_id; settings->DockOrder = -1; } } ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) { ImGuiContext* ctx = GImGui; return DockContextFindNodeByID(ctx, node_id); } void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) { ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; node->Pos = pos; node->AuthorityForPos = ImGuiDataAuthority_DockNode; } void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) { ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Size = node->SizeRef = size; node->AuthorityForSize = ImGuiDataAuthority_DockNode; } // Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! // - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. // - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. // - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! // For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. // - Use (id == 0) to let the system allocate a node identifier. // - Existing node with a same id will be removed. ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) { ImGuiContext* ctx = GImGui; if (id != 0) DockBuilderRemoveNode(id); ImGuiDockNode* node = NULL; if (flags & ImGuiDockNodeFlags_DockSpace) { DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); node = DockContextFindNodeByID(ctx, id); } else { node = DockContextAddNode(ctx, id); node->SetLocalFlags(flags); } node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. return node->ID; } void ImGui::DockBuilderRemoveNode(ImGuiID node_id) { ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; DockBuilderRemoveNodeDockedWindows(node_id, true); DockBuilderRemoveNodeChildNodes(node_id); // Node may have moved or deleted if e.g. any merge happened node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; if (node->IsCentralNode() && node->ParentNode) node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); DockContextRemoveNode(ctx, node, true); } // root_id = 0 to remove all, root_id != 0 to remove child of given node. void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) { ImGuiContext* ctx = GImGui; ImGuiDockContext* dc = &ctx->DockContext; ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; if (root_id && root_node == NULL) return; bool has_central_node = false; ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; // Process active windows ImVector<ImGuiDockNode*> nodes_to_remove; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) { bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); if (want_removal) { if (node->IsCentralNode()) has_central_node = true; if (root_id != 0) DockContextQueueNotifyRemovedNode(ctx, node); if (root_node) { DockNodeMoveWindows(root_node, node); DockSettingsRenameNodeReferences(node->ID, root_node->ID); } nodes_to_remove.push_back(node); } } // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) if (root_node) { root_node->AuthorityForPos = backup_root_node_authority_for_pos; root_node->AuthorityForSize = backup_root_node_authority_for_size; } // Apply to settings for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings)) if (ImGuiID window_settings_dock_id = settings->DockId) for (int n = 0; n < nodes_to_remove.Size; n++) if (nodes_to_remove[n]->ID == window_settings_dock_id) { settings->DockId = root_id; break; } // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes if (nodes_to_remove.Size > 1) ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); for (int n = 0; n < nodes_to_remove.Size; n++) DockContextRemoveNode(ctx, nodes_to_remove[n], false); if (root_id == 0) { dc->Nodes.Clear(); dc->Requests.clear(); } else if (has_central_node) { root_node->CentralNode = root_node; root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); } } void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) { // Clear references in settings ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; if (clear_settings_refs) { for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { bool want_removal = (root_id == 0) || (settings->DockId == root_id); if (!want_removal && settings->DockId != 0) if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId)) if (DockNodeGetRootNode(node)->ID == root_id) want_removal = true; if (want_removal) settings->DockId = 0; } } // Clear references in windows for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); if (want_removal) { const ImGuiID backup_dock_id = window->DockId; IM_UNUSED(backup_dock_id); DockContextProcessUndockWindow(ctx, window, clear_settings_refs); if (!clear_settings_refs) IM_ASSERT(window->DockId == backup_dock_id); } } } // If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. // Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. // FIXME-DOCK: We are not exposing nor using split_outer. ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) { ImGuiContext& g = *GImGui; IM_ASSERT(split_dir != ImGuiDir_None); IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); ImGuiDockNode* node = DockContextFindNodeByID(&g, id); if (node == NULL) { IM_ASSERT(node != NULL); return 0; } IM_ASSERT(!node->IsSplitNode()); // Assert if already Split ImGuiDockRequest req; req.Type = ImGuiDockRequestType_Split; req.DockTargetWindow = NULL; req.DockTargetNode = node; req.DockPayload = NULL; req.DockSplitDir = split_dir; req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); req.DockSplitOuter = false; DockContextProcessDock(&g, &req); ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; if (out_id_at_dir) *out_id_at_dir = id_at_dir; if (out_id_at_opposite_dir) *out_id_at_opposite_dir = id_at_opposite_dir; return id_at_dir; } static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs) { ImGuiContext& g = *GImGui; ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); dst_node->SharedFlags = src_node->SharedFlags; dst_node->LocalFlags = src_node->LocalFlags; dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; dst_node->Pos = src_node->Pos; dst_node->Size = src_node->Size; dst_node->SizeRef = src_node->SizeRef; dst_node->SplitAxis = src_node->SplitAxis; dst_node->UpdateMergedFlags(); out_node_remap_pairs->push_back(src_node->ID); out_node_remap_pairs->push_back(dst_node->ID); for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) if (src_node->ChildNodes[child_n]) { dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); dst_node->ChildNodes[child_n]->ParentNode = dst_node; } IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); return dst_node; } void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs) { ImGuiContext* ctx = GImGui; IM_ASSERT(src_node_id != 0); IM_ASSERT(dst_node_id != 0); IM_ASSERT(out_node_remap_pairs != NULL); DockBuilderRemoveNode(dst_node_id); ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); IM_ASSERT(src_node != NULL); out_node_remap_pairs->clear(); DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); } void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) { ImGuiWindow* src_window = FindWindowByName(src_name); if (src_window == NULL) return; if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) { dst_window->Pos = src_window->Pos; dst_window->Size = src_window->Size; dst_window->SizeFull = src_window->SizeFull; dst_window->Collapsed = src_window->Collapsed; } else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) { ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) { dst_settings->ViewportPos = window_pos_2ih; dst_settings->ViewportId = src_window->ViewportId; dst_settings->Pos = ImVec2ih(0, 0); } else { dst_settings->Pos = window_pos_2ih; } dst_settings->Size = ImVec2ih(src_window->SizeFull); dst_settings->Collapsed = src_window->Collapsed; } } // FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs) { ImGuiContext& g = *GImGui; IM_ASSERT(src_dockspace_id != 0); IM_ASSERT(dst_dockspace_id != 0); IM_ASSERT(in_window_remap_pairs != NULL); IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); // Duplicate entire dock // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, // whereas we could attempt to at least keep them together in a new, same floating node. ImVector<ImGuiID> node_remap_pairs; DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes // (The windows associated to src_dockspace_id are staying in place) ImVector<ImGuiID> src_windows; for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) { const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; ImGuiID src_window_id = ImHashStr(src_window_name); src_windows.push_back(src_window_id); // Search in the remapping tables ImGuiID src_dock_id = 0; if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) src_dock_id = src_window->DockId; else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id)) src_dock_id = src_window_settings->DockId; ImGuiID dst_dock_id = 0; for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) if (node_remap_pairs[dock_remap_n] == src_dock_id) { dst_dock_id = node_remap_pairs[dock_remap_n + 1]; //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear break; } if (dst_dock_id != 0) { // Docked windows gets redocked into the new node hierarchy. IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); DockBuilderDockWindow(dst_window_name, dst_dock_id); } else { // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); DockBuilderCopyWindowSettings(src_window_name, dst_window_name); } } // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo") // Find those windows and move to them to the cloned dock node. This may be optional? for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) { ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; if (src_windows.contains(window->ID)) continue; // Docked windows gets redocked into the new node hierarchy. IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); DockBuilderDockWindow(window->Name, dst_dock_id); } } } // FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. void ImGui::DockBuilderFinish(ImGuiID root_id) { ImGuiContext* ctx = GImGui; //DockContextRebuild(ctx); DockContextBuildAddWindowsToNodes(ctx, root_id); } //----------------------------------------------------------------------------- // Docking: Begin/End Support Functions (called from Begin/End) //----------------------------------------------------------------------------- // - GetWindowAlwaysWantOwnTabBar() // - DockContextBindNodeToWindow() // - BeginDocked() // - BeginDockableDragDropSource() // - BeginDockableDragDropTarget() //----------------------------------------------------------------------------- bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise return true; return false; } static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) { ImGuiContext& g = *ctx; ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); IM_ASSERT(window->DockNode == NULL); // We should not be docking into a split node (SetWindowDock should avoid this) if (node && node->IsSplitNode()) { DockContextProcessUndockWindow(ctx, window); return NULL; } // Create node if (node == NULL) { node = DockContextAddNode(ctx, window->DockId); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; node->LastFrameAlive = g.FrameCount; } // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. if (!node->IsVisible) { ImGuiDockNode* ancestor_node = node; while (!ancestor_node->IsVisible && ancestor_node->ParentNode) ancestor_node = ancestor_node->ParentNode; IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); } // Add window to node bool node_was_visible = node->IsVisible; DockNodeAddWindow(node, window, true); node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) IM_ASSERT(node == window->DockNode); return node; } void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; // Clear fields ahead so most early-out paths don't have to do it window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); if (auto_dock_node) { if (window->DockId == 0) { IM_ASSERT(window->DockNode == NULL); window->DockId = DockContextGenNodeID(ctx); } } else { // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) bool want_undock = false; want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; if (want_undock) { DockContextProcessUndockWindow(ctx, window); return; } } // Bind to our dock node ImGuiDockNode* node = window->DockNode; if (node != NULL) IM_ASSERT(window->DockId == node->ID); if (window->DockId != 0 && node == NULL) { node = DockContextBindNodeToWindow(ctx, window); if (node == NULL) return; } #if 0 // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) { DockContextProcessUndockWindow(ctx, window); return; } #endif // Undock if our dockspace node disappeared // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. if (node->LastFrameAlive < g.FrameCount) { // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->LastFrameAlive < g.FrameCount) DockContextProcessUndockWindow(ctx, window); else window->DockIsActive = true; return; } // Store style overrides for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, // and never create neither a host window neither a tab bar. // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) if (node->HostWindow == NULL) { if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) window->DockIsActive = true; if (node->Windows.Size > 1) DockNodeHideWindowDuringHostWindowCreation(window); return; } // We can have zero-sized nodes (e.g. children of a small-size dockspace) IM_ASSERT(node->HostWindow); IM_ASSERT(node->IsLeafNode()); IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); node->State = ImGuiDockNodeState_HostWindowVisible; // Undock if we are submitted earlier than the host window if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) { DockContextProcessUndockWindow(ctx, window); return; } // Position/Size window SetNextWindowPos(node->Pos); SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() window->DockIsActive = true; window->DockNodeIsVisible = true; window->DockTabIsVisible = false; if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return; // When the window is selected we mark it as visible. if (node->VisibleWindow == window) window->DockTabIsVisible = true; // Update window flag IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; if (node->IsHiddenTabBar() || node->IsNoTabBar()) window->Flags |= ImGuiWindowFlags_NoTitleBar; else window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! // Save new dock order only if the window has been visible once already // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. if (node->TabBar && window->WasActive) window->DockOrder = (short)DockNodeGetTabOrder(window); if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) *p_open = false; // Update ChildId to allow returning from Child to Parent with Escape ImGuiWindow* parent_window = window->DockNode->HostWindow; window->ChildId = parent_window->GetID(window->Name); } void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == window->MoveId); IM_ASSERT(g.MovingWindow == window); IM_ASSERT(g.CurrentWindow == window); g.LastItemData.ID = window->MoveId; window = window->RootWindowDockTree; IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) { SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); EndDragDropSource(); // Store style overrides for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); } } void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); if (!g.DragDropActive) return; //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) return; // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) const ImGuiPayload* payload = &g.DragDropPayload; if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) { EndDragDropTarget(); return; } ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) { // Select target node // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) bool dock_into_floating_window = false; ImGuiDockNode* node = NULL; if (window->DockNodeAsHost) { // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) // In this case we need to fallback into any leaf mode, possibly the central node. // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. if (node && node->IsDockSpace() && node->IsRootNode()) node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); } else { if (window->DockNode) node = window->DockNode; else dock_into_floating_window = true; // Dock into a regular window } const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); // Preview docking request and find out split direction/ratio //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. const bool do_preview = payload->IsPreview() || payload->IsDelivery(); if (do_preview && (node != NULL || dock_into_floating_window)) { ImGuiDockPreviewData split_inner; ImGuiDockPreviewData split_outer; ImGuiDockPreviewData* split_data = &split_inner; if (node && (node->ParentNode || node->IsCentralNode())) if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) { DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); if (split_outer.IsSplitDirExplicit) split_data = &split_outer; } DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); if (split_data == &split_outer) split_inner.IsDropAllowed = false; // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes DockNodePreviewDockRender(window, node, payload_window, &split_inner); DockNodePreviewDockRender(window, node, payload_window, &split_outer); // Queue docking request if (split_data->IsDropAllowed && payload->IsDelivery()) DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); } } EndDragDropTarget(); } //----------------------------------------------------------------------------- // Docking: Settings //----------------------------------------------------------------------------- // - DockSettingsRenameNodeReferences() // - DockSettingsRemoveNodeReferences() // - DockSettingsFindNodeSettings() // - DockSettingsHandler_ApplyAll() // - DockSettingsHandler_ReadOpen() // - DockSettingsHandler_ReadLine() // - DockSettingsHandler_DockNodeToSettings() // - DockSettingsHandler_WriteAll() //----------------------------------------------------------------------------- static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) { ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); for (int window_n = 0; window_n < g.Windows.Size; window_n++) { ImGuiWindow* window = g.Windows[window_n]; if (window->DockId == old_node_id && window->DockNode == NULL) window->DockId = new_node_id; } //// FIXME-OPT: We could remove this loop by storing the index in the map for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId == old_node_id) settings->DockId = new_node_id; } // Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) { ImGuiContext& g = *GImGui; int found = 0; //// FIXME-OPT: We could remove this loop by storing the index in the map for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) for (int node_n = 0; node_n < node_ids_count; node_n++) if (settings->DockId == node_ids[node_n]) { settings->DockId = 0; settings->DockOrder = -1; if (++found < node_ids_count) break; return; } } static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) { // FIXME-OPT ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->NodesSettings.Size; n++) if (dc->NodesSettings[n].ID == id) return &dc->NodesSettings[n]; return NULL; } // Clear settings data static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiDockContext* dc = &ctx->DockContext; dc->NodesSettings.clear(); DockContextClearNodes(ctx, 0, true); } // Recreate nodes based on settings data static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { // Prune settings at boot time only ImGuiDockContext* dc = &ctx->DockContext; if (ctx->Windows.Size == 0) DockContextPruneUnusedSettingsNodes(ctx); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); DockContextBuildAddWindowsToNodes(ctx, 0); } static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { if (strcmp(name, "Data") != 0) return NULL; return (void*)1; } static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) { char c = 0; int x = 0, y = 0; int r = 0; // Parsing, e.g. // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " // " DockNode ID=0x00000002 Parent=0x00000001 " // Important: this code expect currently fields in a fixed order. ImGuiDockNodeSettings node; line = ImStrSkipBlank(line); if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } else return; if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } if (node.ParentNodeId == 0) { if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; } else { if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } } if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } if (node.ParentNodeId != 0) if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) node.Depth = parent_settings->Depth + 1; ctx->DockContext.NodesSettings.push_back(node); } static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) { ImGuiDockNodeSettings node_settings; IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); node_settings.ID = node->ID; node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; node_settings.SelectedTabId = node->SelectedTabId; node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); node_settings.Depth = (char)depth; node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); node_settings.Pos = ImVec2ih(node->Pos); node_settings.Size = ImVec2ih(node->Size); node_settings.SizeRef = ImVec2ih(node->SizeRef); dc->NodesSettings.push_back(node_settings); if (node->ChildNodes[0]) DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); if (node->ChildNodes[1]) DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); } static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; // Gather settings data // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) dc->NodesSettings.resize(0); dc->NodesSettings.reserve(dc->Nodes.Data.Size); for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->IsRootNode()) DockSettingsHandler_DockNodeToSettings(dc, node, 0); int max_depth = 0; for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); // Write to text buffer buf->appendf("[%s][Data]\n", handler->TypeName); for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) { const int line_start_pos = buf->size(); (void)line_start_pos; const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file buf->appendf(" ID=0x%08X", node_settings->ID); if (node_settings->ParentNodeId) { buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); } else { if (node_settings->ParentWindowId) buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); } if (node_settings->SplitAxis != ImGuiAxis_None) buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) buf->appendf(" NoResize=1"); if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) buf->appendf(" CentralNode=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) buf->appendf(" NoTabBar=1"); if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) buf->appendf(" HiddenTabBar=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) buf->appendf(" NoWindowMenuButton=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) buf->appendf(" NoCloseButton=1"); if (node_settings->SelectedTabId) buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); #if IMGUI_DEBUG_INI_SETTINGS // [DEBUG] Include comments in the .ini file to ease debugging if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) { buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); // Iterate settings so we can give info about windows that didn't exist during the session. int contains_window = 0; for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId == node_settings->ID) { if (contains_window++ == 0) buf->appendf(" ; contains "); buf->appendf("'%s' ", settings->GetName()); } } #endif buf->appendf("\n"); } buf->appendf("\n"); } //----------------------------------------------------------------------------- // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- #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* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; 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 SetClipboardTextFn_DefaultImpl(void*, 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 <Carbon/Carbon.h> // 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 SetClipboardTextFn_DefaultImpl(void*, const char* text) { if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardClear(main_clipboard); CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); if (cf_data) { PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); CFRelease(cf_data); } } static const char* GetClipboardTextFn_DefaultImpl(void*) { 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) { ImGuiContext& g = *GImGui; 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* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { ImGuiContext& g = *GImGui; g.ClipboardHandlerData.clear(); const char* text_end = text + strlen(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 // Win32 API IME support (for Asian languages, etc.) #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #include <imm.h> #ifdef _MSC_VER #pragma comment(lib, "imm32") #endif static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) { // Notify OS Input Method Editor of text input position HWND hwnd = (HWND)viewport->PlatformHandleRaw; #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (hwnd == 0) hwnd = (HWND)ImGui::GetIO().ImeWindowHandle; #endif 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 - viewport->Pos.x); composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.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 - viewport->Pos.x); candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); ::ImmSetCandidateWindow(himc, &candidate_form); ::ImmReleaseContext(hwnd, himc); } } #else static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} #endif //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW //----------------------------------------------------------------------------- // - RenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] // - DebugTextEncoding() // - MetricsHelpMarker() [Internal] // - ShowFontAtlas() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDockNode() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] // - DebugNodeFont() [Internal] // - DebugNodeFontGlyph() [Internal] // - DebugNodeStorage() [Internal] // - DebugNodeTabBar() [Internal] // - DebugNodeViewport() [Internal] // - DebugNodeWindow() [Internal] // - DebugNodeWindowSettings() [Internal] // - DebugNodeWindowsList() [Internal] // - DebugNodeWindowsListByBeginStackParent() [Internal] //----------------------------------------------------------------------------- #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 = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f; window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* thumb_window = g.Windows[i]; if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) continue; if (thumb_window->Viewport != viewport) continue; ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // 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)); } static void RenderViewportsThumbnails() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) bb_full.Add(g.Viewports[n]->GetMainRect()); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; 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); } static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs) { const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; return b->LastFrontMostStampCount - a->LastFrontMostStampCount; } // 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("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit)) 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(); if (GetFont()->FindGlyphNoFallback((ImWchar)c)) TextUnformatted(p, p + c_utf8_len); else TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); TableNextColumn(); Text("U+%04X", (int)c); p += c_utf8_len; } EndTable(); } // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); ImGui::EndTooltip(); } } // [DEBUG] List fonts in a font atlas and display its texture void ImGui::ShowFontAtlas(ImFontAtlas* atlas) { for (int i = 0; i < atlas->Fonts.Size; i++) { ImFont* font = atlas->Fonts[i]; PushID(font); DebugNodeFont(font); PopID(); } if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) { ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); TreePop(); } } 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->ShowStackTool) ShowStackToolWindow(&cfg->ShowStackTool); if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } // Basic info Text("Dear ImGui %s", GetVersion()); 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 active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); //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->LastFirstRowHeight); } // 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->LastFirstRowHeight); } 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->LastFirstRowHeight); } else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight, 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(); } }; // Tools if (TreeNode("Tools")) { bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer"); 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 (show_encoding_viewer) { static char buf[100] = ""; SetNextItemWidth(-FLT_MIN); InputText("##Text", buf, IM_ARRAYSIZE(buf)); if (buf[0] != 0) DebugTextEncoding(buf); TreePop(); } // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) DebugStartItemPicker(); 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."); // Stack Tool is your best friend! Checkbox("Show Debug Log", &cfg->ShowDebugLog); SameLine(); MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); // Stack Tool is your best friend! Checkbox("Show Stack Tool", &cfg->ShowStackTool); SameLine(); MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() 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(); } } 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<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer; temp_buffer.resize(0); for (int i = 0; i < g.Windows.Size; i++) if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) temp_buffer.push_back(g.Windows[i]); 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 (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); 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 (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) { ImGuiViewportP* viewport = g.Viewports[viewport_i]; bool viewport_has_drawlist = false; for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) { if (!viewport_has_drawlist) Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); viewport_has_drawlist = true; DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); } } TreePop(); } // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { Indent(GetTreeNodeToLabelSpacing()); RenderViewportsThumbnails(); Unindent(GetTreeNodeToLabelSpacing()); bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); SameLine(); MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); if (open) { for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", i, mon.DpiScale * 100.0f, mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); } TreePop(); } BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); if (TreeNode("Inferred Z order (front-to-back)")) { static ImVector<ImGuiViewportP*> viewports; viewports.resize(g.Viewports.Size); memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); if (viewports.Size > 1) ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount); for (int i = 0; i < viewports.Size; i++) BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A"); TreePop(); } for (int i = 0; i < g.Viewports.Size; i++) DebugNodeViewport(g.Viewports[i]); TreePop(); } // Details for Popups if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { for (int i = 0; i < g.OpenPopupStack.Size; i++) { ImGuiWindow* window = g.OpenPopupStack[i].Window; BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); } 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 Fonts ImFontAtlas* atlas = g.IO.Fonts; if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) { ShowFontAtlas(atlas); TreePop(); } // Details for InputText if (TreeNode("InputText")) { DebugNodeInputTextState(&g.InputTextState); TreePop(); } // Details for Docking #ifdef IMGUI_HAS_DOCK if (TreeNode("Docking")) { static bool root_nodes_only = true; ImGuiDockContext* dc = &g.DockContext; Checkbox("List root nodes", &root_nodes_only); Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } SameLine(); if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (!root_nodes_only || node->IsRootNode()) DebugNodeDockNode(node, "Node"); 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("<NULL>"); Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) { for (int n = 0; n < g.SettingsHandlers.Size; n++) BulletText("%s", g.SettingsHandlers[n].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 if (TreeNode("SettingsDocking", "Settings packed data: Docking")) { ImGuiDockContext* dc = &g.DockContext; Text("In SettingsWindows:"); for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId != 0) BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); Text("In SettingsNodes:"); for (int n = 0; n < dc->NodesSettings.Size; n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; const char* selected_tab_name = NULL; if (settings->SelectedTabId) { if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) selected_tab_name = window->Name; else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId)) selected_tab_name = window_settings->GetName(); } BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); } TreePop(); } #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(); } // Misc Details if (TreeNode("Internal state")) { Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0); Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); 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)); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); int active_id_using_key_input_count = 0; for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0; Text("ActiveIdUsing: NavDirMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingNavDirMask, active_id_using_key_input_count); 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("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); Unindent(); Text("NAV,FOCUS"); Indent(); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); Unindent(); TreePop(); } // Overlay: Display windows Rectangles and Begin Order if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) { for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; 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 (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.HoveredDockNode) { char buf[64] = ""; char* p = buf; ImGuiDockNode* node = g.HoveredDockNode; ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); int depth = DockNodeGetDepth(node); overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); } #endif // #ifdef IMGUI_HAS_DOCK End(); } // [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 (int column_n = 0; column_n < columns->Columns.Size; column_n++) BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); TreePop(); } static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) { using namespace ImGui; PushID(label); PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); Text("%s:", label); if (!enabled) BeginDisabled(); CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit); CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe); CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); if (!enabled) EndDisabled(); PopStyleVar(); PopID(); } // [DEBUG] Display contents of ImDockNode void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) { ImGuiContext& g = *GImGui; const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open; ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; if (node->Windows.Size > 0) open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); else open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); if (!is_alive) { PopStyleColor(); } if (is_active && IsItemHovered()) if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); if (open) { IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); DebugNodeWindow(node->HostWindow, "HostWindow"); DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); BulletText("Misc:%s%s%s%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", node->WantLockSizeOnce ? " WantLockSizeOnce" : "", node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) { if (BeginTable("flags", 4)) { TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); EndTable(); } TreePop(); } if (node->ParentNode) DebugNodeDockNode(node->ParentNode, "ParentNode"); if (node->ChildNodes[0]) DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); if (node->ChildNodes[1]) DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); if (node->TabBar) DebugNodeTabBar(node->TabBar, "TabBar"); DebugNodeWindowsList(&node->Windows, "Windows"); TreePop(); } } // [DEBUG] Display contents of ImDrawList // Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { ImGuiContext& g = *GImGui; 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 = viewport ? GetForegroundDrawList(viewport) : NULL; // 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 buf[300]; ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, 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(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles } out_draw_list->Flags = backup_flags; } // [DEBUG] Display details for a single font, called by ShowStyleEditor(). void ImGui::DebugNodeFont(ImFont* font) { bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); SameLine(); if (SmallButton("Set as default")) GetIO().FontDefault = font; if (!opened) return; // Display preview text PushFont(font); Text("The quick brown fox jumps over the lazy dog"); PopFont(); // Display details SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); SameLine(); MetricsHelpMarker( "Note than 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.)"); Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); char c_str[5]; Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) if (font->ConfigData) if (const ImFontConfig* cfg = &font->ConfigData[config_i]) BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); // Display all glyphs of the fonts in separate pages of 256 characters if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { ImDrawList* draw_list = GetWindowDrawList(); const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); const float cell_size = font->FontSize * 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 & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) { base += 4096 - 256; continue; } int count = 0; for (unsigned int n = 0; n < 256; n++) if (font->FindGlyphNoFallback((ImWchar)(base + n))) 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 = font->FindGlyphNoFallback((ImWchar)(base + n)); draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); if (!glyph) 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(); } TreePop(); } TreePop(); } void ImGui::DebugNodeFontGlyph(ImFont*, 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); } // [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 (int n = 0; n < storage->Data.Size; n++) { const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; 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. } 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*"); p += ImFormatString(p, buf_end - p, " { "); 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 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(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++) { const 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: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); PopID(); } TreePop(); } } void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { SetNextItemOpen(true, ImGuiCond_Once); if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) { ImGuiWindowFlags flags = viewport->Flags; BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "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."); 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" : ""); BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); 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.y && r.Min.y >= r.Max.y) { BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); continue; } 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); if (IsItemHovered()) GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); } BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); if (window->DockNode || window->DockNodeAsHost) DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } 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 (int n = 0; n < window->ColumnsStorage.Size; n++) DebugNodeColumns(&window->ColumnsStorage[n]); TreePop(); } DebugNodeStorage(&window->StateStorage, "Storage"); TreePop(); } void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) { 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); } void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* 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); Indent(); DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); Unindent(); } } //----------------------------------------------------------------------------- // [SECTION] DEBUG LOG //----------------------------------------------------------------------------- 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(); g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); g.DebugLogBuf.appendfv(fmt, args); if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); } void ImGui::ShowDebugLogWindow(bool* p_open) { ImGuiContext& g = *GImGui; if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } AlignTextToFramePadding(); Text("Log events:"); SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId); SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus); SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup); SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav); SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking); SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport); if (SmallButton("Clear")) g.DebugLogBuf.clear(); SameLine(); if (SmallButton("Copy")) SetClipboardText(g.DebugLogBuf.c_str()); BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); TextUnformatted(g.DebugLogBuf.begin(), g.DebugLogBuf.end()); // FIXME-OPT: Could use a line index, but TextUnformatted() has a semi-decent fast path for large text. if (GetScrollY() >= GetScrollMaxY()) SetScrollHereY(1.0f); EndChild(); End(); } //----------------------------------------------------------------------------- // [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) //----------------------------------------------------------------------------- // [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 == (ImGuiModFlags_Ctrl | ImGuiModFlags_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); BeginTooltip(); 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] Stack Tool: update queries. Called by NewFrame() void ImGui::UpdateDebugToolStackQueries() { ImGuiContext& g = *GImGui; ImGuiStackTool* tool = &g.DebugStackTool; // Clear hook when 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] 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; ImGuiStackTool* tool = &g.DebugStackTool; // Step 0: stack query // This assume 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)strlen((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(ImGuiStackTool* 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, "???"); } // Stack Tool: Display UI void ImGui::ShowStackToolWindow(bool* p_open) { ImGuiContext& g = *GImGui; if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } // Display hovered/active status ImGuiStackTool* tool = &g.DebugStackTool; const ImGuiID hovered_id = g.HoveredIdPreviousFrame; const ImGuiID active_id = g.ActiveId; #ifdef IMGUI_ENABLE_TEST_ENGINE Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); #else Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); #endif 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; Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); 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 && IsKeyDown(ImGuiKey_ModCtrl) && IsKeyPressed(ImGuiKey_C)) { tool->CopyToClipboardLastTime = (float)g.Time; char* p = g.TempBuffer.Data; char* p_end = p + g.TempBuffer.Size; for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) { *p++ = '/'; char level_desc[256]; StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); for (int n = 0; level_desc[n] && p + 2 < p_end; n++) { if (level_desc[n] == '/') *p++ = '\\'; *p++ = level_desc[n]; } } *p = '\0'; SetClipboardText(g.TempBuffer.Data); } // 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::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} void ImGui::DebugLog(const char*, ...) {} void ImGui::DebugLogV(const char*, va_list) {} void ImGui::ShowDebugLogWindow(bool*) {} void ImGui::ShowStackToolWindow(bool*) {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} void ImGui::UpdateDebugToolItemPicker() {} void ImGui::UpdateDebugToolStackQueries() {} #endif // #ifndef 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
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx11.cpp
.cpp
34,671
730
// dear imgui: Renderer Backend for DirectX11 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2016-05-07: DirectX11: Disabling depth-write. #include "imgui.h" #include "imgui_impl_dx11.h" // DirectX #include <stdio.h> #include <d3d11.h> #include <d3dcompiler.h> #ifdef _MSC_VER #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif // DirectX11 data struct ImGui_ImplDX11_Data { ID3D11Device* pd3dDevice; ID3D11DeviceContext* pd3dDeviceContext; IDXGIFactory* pFactory; ID3D11Buffer* pVB; ID3D11Buffer* pIB; ID3D11VertexShader* pVertexShader; ID3D11InputLayout* pInputLayout; ID3D11Buffer* pVertexConstantBuffer; ID3D11PixelShader* pPixelShader; ID3D11SamplerState* pFontSampler; ID3D11ShaderResourceView* pFontTextureView; ID3D11RasterizerState* pRasterizerState; ID3D11BlendState* pBlendState; ID3D11DepthStencilState* pDepthStencilState; int VertexBufferSize; int IndexBufferSize; ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; struct VERTEX_CONSTANT_BUFFER_DX11 { float mvp[4][4]; }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Forward Declarations static void ImGui_ImplDX11_InitPlatformInterface(); static void ImGui_ImplDX11_ShutdownPlatformInterface(); // Functions static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); // Setup viewport D3D11_VIEWPORT vp; memset(&vp, 0, sizeof(D3D11_VIEWPORT)); vp.Width = draw_data->DisplaySize.x; vp.Height = draw_data->DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0; ctx->RSSetViewports(1, &vp); // Setup shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; ctx->IASetInputLayout(bd->pInputLayout); ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->VSSetShader(bd->pVertexShader, NULL, 0); ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); ctx->PSSetShader(bd->pPixelShader, NULL, 0); ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->GSSetShader(NULL, NULL, 0); ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. // Setup blend state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); ctx->RSSetState(bd->pRasterizerState); } // Render function void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; // Create and grow vertex/index buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0) return; } // Upload vertex/index data into a single contiguous GPU buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } ctx->Unmap(bd->pVB, 0); ctx->Unmap(bd->pIB, 0); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. { D3D11_MAPPED_SUBRESOURCE mapped_resource; if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); ctx->Unmap(bd->pVertexConstantBuffer, 0); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX11_STATE { UINT ScissorRectsCount, ViewportsCount; D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; ID3D11RasterizerState* RS; ID3D11BlendState* BlendState; FLOAT BlendFactor[4]; UINT SampleMask; UINT StencilRef; ID3D11DepthStencilState* DepthStencilState; ID3D11ShaderResourceView* PSShaderResource; ID3D11SamplerState* PSSampler; ID3D11PixelShader* PS; ID3D11VertexShader* VS; ID3D11GeometryShader* GS; UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; DXGI_FORMAT IndexBufferFormat; ID3D11InputLayout* InputLayout; }; BACKUP_DX11_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); ctx->RSGetState(&old.RS); ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetSamplers(0, 1, &old.PSSampler); old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetInputLayout(&old.InputLayout); // Setup desired DX state ImGui_ImplDX11_SetupRenderState(draw_data, ctx); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_idx_offset = 0; int global_vtx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplDX11_SetupRenderState(draw_data, ctx); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); ctx->PSSetShaderResources(0, 1, &texture_srv); ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore modified DX state ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); ctx->RSSetViewports(old.ViewportsCount, old.Viewports); ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } static void ImGui_ImplDX11_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Upload texture to graphics system { D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; ID3D11Texture2D* pTexture = NULL; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); IM_ASSERT(pTexture != NULL); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); pTexture->Release(); } // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); // Create texture sampler // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) { D3D11_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; desc.MipLODBias = 0.f; desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX11_CreateDeviceObjects() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); if (!bd->pd3dDevice) return false; if (bd->pFontSampler) ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX11 sample code but remove this dependency you can: // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. // Create the vertex shader { static const char* vertexShader = "cbuffer vertexBuffer : register(b0) \ {\ float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ float2 pos : POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ \ PS_INPUT main(VS_INPUT input)\ {\ PS_INPUT output;\ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ output.col = input.col;\ output.uv = input.uv;\ return output;\ }"; ID3DBlob* vertexShaderBlob; if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; } // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { vertexShaderBlob->Release(); return false; } vertexShaderBlob->Release(); // Create the constant buffer { D3D11_BUFFER_DESC desc; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); } } // Create the pixel shader { static const char* pixelShader = "struct PS_INPUT\ {\ float4 pos : SV_POSITION;\ float4 col : COLOR0;\ float2 uv : TEXCOORD0;\ };\ sampler sampler0;\ Texture2D texture0;\ \ float4 main(PS_INPUT input) : SV_Target\ {\ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ return out_col; \ }"; ID3DBlob* pixelShaderBlob; if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; } pixelShaderBlob->Release(); } // Create the blending setup { D3D11_BLEND_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.AlphaToCoverageEnable = false; desc.RenderTarget[0].BlendEnable = true; desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state { D3D11_RASTERIZER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State { D3D11_DEPTH_STENCIL_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.DepthEnable = false; desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; desc.DepthFunc = D3D11_COMPARISON_ALWAYS; desc.StencilEnable = false; desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX11_CreateFontsTexture(); return true; } void ImGui_ImplDX11_InvalidateDeviceObjects() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); if (!bd->pd3dDevice) return; if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; } if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } } bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Get factory from device IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; IDXGIFactory* pFactory = NULL; if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) { bd->pd3dDevice = device; bd->pd3dDeviceContext = device_context; bd->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); bd->pd3dDevice->AddRef(); bd->pd3dDeviceContext->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX11_InitPlatformInterface(); return true; } void ImGui_ImplDX11_Shutdown() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX11_ShutdownPlatformInterface(); ImGui_ImplDX11_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplDX11_NewFrame() { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?"); if (!bd->pFontSampler) ImGui_ImplDX11_CreateDeviceObjects(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplDX11_ViewportData { IDXGISwapChain* SwapChain; ID3D11RenderTargetView* RTView; ImGui_ImplDX11_ViewportData() { SwapChain = NULL; RTView = NULL; } ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); } }; static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). // Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); // Create swap chain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferDesc.Width = (UINT)viewport->Size.x; sd.BufferDesc.Height = (UINT)viewport->Size.y; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = hwnd; sd.Windowed = TRUE; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL); bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); // Create the render target if (vd->SwapChain) { ID3D11Texture2D* pBackBuffer; vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) { if (vd->SwapChain) vd->SwapChain->Release(); vd->SwapChain = NULL; if (vd->RTView) vd->RTView->Release(); vd->RTView = NULL; IM_DELETE(vd); } viewport->RendererUserData = NULL; } static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; if (vd->RTView) { vd->RTView->Release(); vd->RTView = NULL; } if (vd->SwapChain) { ID3D11Texture2D* pBackBuffer = NULL; vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView); pBackBuffer->Release(); } } static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); ImGui_ImplDX11_RenderDrawData(viewport->DrawData); } static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; vd->SwapChain->Present(0, 0); // Present without vsync } static void ImGui_ImplDX11_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; } static void ImGui_ImplDX11_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui.h
.h
327,624
3,307
// dear imgui, v1.89 WIP // (headers) // Help: // - Read FAQ at http://dearimgui.org/faq // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for details, links and comments. // Resources: // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases // - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues // Getting Started? // - For first-time users having issues compiling/linking/running or issues loading fonts: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. /* Index of this file: // [SECTION] Header mess // [SECTION] Forward declarations and basic types // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations // [SECTION] Helpers: Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) // [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, 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 #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) #include "imconfig.h" #endif #ifndef IMGUI_DISABLE //----------------------------------------------------------------------------- // [SECTION] Header mess //----------------------------------------------------------------------------- // Includes #include <float.h> // FLT_MIN, FLT_MAX #include <stdarg.h> // va_list, va_start, va_end #include <stddef.h> // ptrdiff_t, NULL #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) #define IMGUI_VERSION "1.89 WIP" #define IMGUI_VERSION_NUM 18808 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch // 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, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) #ifndef IMGUI_API #define IMGUI_API #endif #ifndef IMGUI_IMPL_API #define IMGUI_IMPL_API IMGUI_API #endif // Helper Macros #ifndef IM_ASSERT #include <assert.h> #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. #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. #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 #pragma clang diagnostic ignored "-Wold-style-cast" #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #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 //----------------------------------------------------------------------------- // Forward declarations 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 ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). 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 ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) struct ImGuiIO; // Main configuration and I/O between your application and ImGui 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 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; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage 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 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) // Enums/Flags (declared as int for compatibility with old C++, 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. 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 ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier 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 identifier typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() 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 ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() 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 ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiModFlags; // -> enum ImGuiModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() 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() // ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] // - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. // - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. #ifndef ImTextureID typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) #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 // 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 // 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 short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. typedef unsigned int ImWchar32; // A single decoded U32 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 // 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. 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) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #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] 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 IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), 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(). this is what you have 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 ShowStackToolWindow(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 a 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, this is inconsistent with most 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. // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - 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, this is inconsistent with most 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), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags 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 typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) IMGUI_API ImVec2 GetWindowSize(); // get current window size IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. // 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 -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. 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 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 SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport 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 SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). 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. // Content region // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates // Windows Scrolling 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 (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font IMGUI_API void PopFont(); 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. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); // 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 style editor (ShowStyleEditor() function) to interactively see what the colors are) IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while 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); // 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. // Cursor / Layout // - 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. // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: 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 an 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 ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) IMGUI_API void SetCursorPosY(float local_y); // IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates 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.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); // 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); // 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=(0,0) 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 // Widgets: Images // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& 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 // - 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, bool(*items_getter)(void* data, int idx, const char** out_text), void* 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 functions, 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 gamepad/keyboard 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 takes 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 takes 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 = NULL); // " 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. // 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. // Widgets: List Boxes // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous 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, bool (*items_getter)(void* data, int idx, const char** out_text), void* 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 // - Tooltip are windows following the mouse. They do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(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. // Popups: begin/end functions // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. // - BeginPopupModal(): block every interactions 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 columns 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 column, 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 TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) // 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. 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 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 border = 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. Use this to create tab bars/tabs yourself without docking being involved. 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. // Docking // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking. // - Drag from window menu button (upper-left button) to undock an entire node (all windows). // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. // About dockspaces: // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) IMGUI_API ImGuiID GetWindowDockID(); IMGUI_API bool IsWindowDocked(); // is current window docked into another window? // 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. may return NULL. 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) // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. 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 // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a 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. // 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 it 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 requires 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 requires 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 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 IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. // 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(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. 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. // 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(); IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) // 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 // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) 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 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 a provided for debugging purpose and are not meant to be saved persistently not 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: 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 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? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) 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 (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, 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 cursor type 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 instucts 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 IMGUI_API void DebugTextEncoding(const char* text); 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. // 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); // (Optional) Platform/OS interface for multi-viewport support // Read comments around the ImGuiPlatformIO structure for more details. // Note: You may use GetWindowViewport() to get the current viewport of the current window. IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) } // namespace ImGui //----------------------------------------------------------------------------- // [SECTION] Flags & Enumerations //----------------------------------------------------------------------------- // Flags for ImGui::Begin() 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_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) ImGuiWindowFlags_UnsavedDocument = 1 << 20, // 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_NoDocking = 1 << 21, // Disable docking of this window 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_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. 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() ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() }; // Flags for ImGui::InputText() enum ImGuiInputTextFlags_ { ImGuiInputTextFlags_None = 0, ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' 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(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // 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 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior #endif }; // 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_AllowItemOverlap = 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, // Need double-click to open node ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. 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 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(). 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. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. // - To be backward compatible with older API which took an 'int mouse_button = 1' argument, 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 another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. // - 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_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // 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_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (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_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // 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_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 can still repro this behavior 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_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, }; // Flags for ImGui::BeginTabItem() enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + 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. 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 can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/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) }; // 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 an 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 appears in Headers). -> May move to style ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears 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 outer-most padding. Generally desirable if you have headers. ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most 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 create 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). // [Internal] Combinations and masks ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 #endif }; // 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 not submit label for this column. Convenient for some small columns. Name will still appear in context menu. 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. // 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) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. #endif }; // 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 changes 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) }; // 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_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse. ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, }; // Flags for ImGui::DockSpace(), shared/inherited by child nodes. // (Some flags can be applied to individual nodes directly) // FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. enum ImGuiDockNodeFlags_ { ImGuiDockNodeFlags_None = 0, ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. }; // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { ImGuiDragDropFlags_None = 0, // BeginDragDropSource() flags ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable 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 disable 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_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) // 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. }; // 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_COUNT }; // A cardinal direction enum ImGuiDir_ { ImGuiDir_None = -1, ImGuiDir_Left = 0, ImGuiDir_Right = 1, ImGuiDir_Up = 2, ImGuiDir_Down = 3, ImGuiDir_COUNT }; // A sorting direction enum ImGuiSortDirection_ { ImGuiSortDirection_None = 0, ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; // Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87) // Keys value >= 512 are named keys (>= 1.87) enum ImGuiKey_ { // Keyboard ImGuiKey_None = 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, 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_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, // Gamepad (some of those are analog values, 0.0f to 1.0f) // GAME NAVIGATION ACTION // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets) ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // 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 (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) 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] // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. // - Code polling every keys (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 ImGuiKey_ModCtrl). // - 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... ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper, // 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, // End of list ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) ImGuiKey_NamedKey_BEGIN = 512, ImGuiKey_NamedKey_END = ImGuiKey_COUNT, ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). #else ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). #endif #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 #endif }; // Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API. enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = 1 << 0, ImGuiModFlags_Shift = 1 << 1, ImGuiModFlags_Alt = 1 << 2, // Option/Menu key ImGuiModFlags_Super = 1 << 3, // Cmd/Super/Windows key ImGuiModFlags_All = 0x0F }; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO // OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. // Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. // Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. enum ImGuiNavInput { ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, ImGuiNavInput_COUNT, }; #endif // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. 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. // [BETA] Docking ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. // [BETA] Viewports // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. // 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. }; // 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 ImGuiConfigFlags_NavEnableSetMousePos 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. // [BETA] Viewports ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. }; // 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, ImGuiCol_TitleBgActive, ImGuiCol_TitleBgCollapsed, ImGuiCol_MenuBarBg, ImGuiCol_ScrollbarBg, ImGuiCol_ScrollbarGrab, ImGuiCol_ScrollbarGrabHovered, ImGuiCol_ScrollbarGrabActive, ImGuiCol_CheckMark, 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_Tab, // TabItem in a TabBar ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive, ImGuiCol_DockingPreview, // Preview overlay color when about to docking something ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) 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_TextSelectedBg, ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item 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 }; // 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in 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_TabRounding, // float TabRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign 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 // [Internal] ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, }; // 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) // 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_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. 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_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 (will be removed) // 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. enum ImGuiSliderFlags_ { ImGuiSliderFlags_None = 0, ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. 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_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. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] #endif }; // 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 an 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_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT }; // Enumeration for ImGui::SetWindow***(), SetNextWindow***(), 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) 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] Helpers: Memory allocations macros, ImVector<> //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // 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 <new> 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<typename T> 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<typename T> 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<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); } inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); 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<T>& 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 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 { 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). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint 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 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 TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. 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. ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! 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. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); IMGUI_API void ScaleAllSizes(float scale_factor); }; //----------------------------------------------------------------------------- // [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. //----------------------------------------------------------------------------- // [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. Gamepad/keyboard 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; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. 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). 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; // = 0.250f // 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. void* UserData; // = NULL // Store your own data for retrieval by callbacks. ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. // Docking options (when ImGuiConfigFlags_DockingEnable is set) bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. // Miscellaneous options 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__) // 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 (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs 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. float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ // 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 // 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* (*GetClipboardTextFn)(void* user_data); void (*SetClipboardTextFn)(void* user_data, const char* text); void* ClipboardUserData; // 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 (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. #else void* _UnusedPadding; // Unused field to keep data structure the same size. #endif //------------------------------------------------------------------ // 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 wh_x, float wh_y); // Queue a mouse wheel update IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). 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 an UTF-16 character, it can be a surrogate IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an 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 ClearInputCharacters(); // [Internal] Clear the text input buffer manually IMGUI_API void ClearInputKeys(); // [Internal] Release all keys //------------------------------------------------------------------ // 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 ImGuiConfigFlags_NavEnableSetMousePos flag 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 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 int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. 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. // 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(). #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO 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. #endif //------------------------------------------------------------------ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ // 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. Others buttons allows 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. float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). bool KeyCtrl; // Keyboard modifier down: Control bool KeyShift; // Keyboard modifier down: Shift bool KeyAlt; // Keyboard modifier down: Alt bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows // Other state maintained from data above + IO function calls ImGuiModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. 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 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. 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 ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point 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() ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- // [SECTION] Misc data structures //----------------------------------------------------------------------------- // 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, the callback is useful mainly 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 { 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 // - 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() 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. }; // [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. // Important: the content of this class is still highly WIP and likely to change and be refactored // before we stabilize Docking features. Please be mindful if using this. // Provide hints: // - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) // - To the platform backend for OS level parent/child relationships of viewport. // - To the docking system for various options and filtering. struct ImGuiWindowClass { ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } }; // 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; } }; // 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 : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } }; // 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)); } }; //----------------------------------------------------------------------------- // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, 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 an 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<ImGuiTextRange>* out) const; }; char InputBuf[256]; ImVector<ImGuiTextRange>Filters; int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') struct ImGuiTextBuffer { ImVector<char> 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 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); }; // 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] struct ImGuiStoragePair { ImGuiID key; union { int val_i; float val_f; void* val_p; }; ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; ImVector<ImGuiStoragePair> 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); // Use on your own storage if you know only integer are being stored (open/close all tree nodes) IMGUI_API void SetAllInt(int val); // 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(); }; // Helper: Manually clip large list of items. // If you have lots evenly spaced items and you have a 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 { 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 float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed 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) // 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 ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 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 macros to generate 32-bit encoded colors // User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. #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_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT)) #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 // Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed. struct ImColor { ImVec4 Value; constexpr ImColor() { } constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { } constexpr ImColor(const ImVec4& col) : Value(col) {} ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } 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] 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 (63) #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. // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // 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/TextureId/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 ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. 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 // The draw callback code can access this. 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) inline ImTextureID GetTexID() const { return TextureId; } }; // 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 a 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; ImTextureID TextureId; unsigned int VtxOffset; }; // [Internal] For use by ImDrawListSplitter struct ImDrawChannel { ImVector<ImDrawCmd> _CmdBuffer; ImVector<ImDrawIdx> _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<ImDrawChannel> _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 to 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<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those ImVector<ImDrawVert> 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. const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging 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<ImVec4> _ClipRectStack; // [Internal] ImVector<ImTextureID> _TextureIdStack; // [Internal] ImVector<ImVec2> _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!) float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } 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 PushTextureID(ImTextureID texture_id); IMGUI_API void PopTextureID(); 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 guaranteed 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 AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const 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 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 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) // Image primitives // - Read FAQ to understand what ImTextureID is. // - "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(ImTextureID user_texture_id, 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(ImTextureID user_texture_id, 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(ImTextureID user_texture_id, 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() // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. 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 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 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 IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. 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) // - FIXME-OBSOLETE: 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 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 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) #endif // [Internal helpers] IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); IMGUI_API void _PopUnusedDrawCmd(); IMGUI_API void _TryMergeDrawCmds(); IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedVtxOffset(); 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; // 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 ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList 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. Based on io.DisplayFramebufferScale. 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). // Functions ImDrawData() { Clear(); } void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! 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] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- struct ImFontConfig { 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). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. 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. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs 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. unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) ImFont* DstFont; IMGUI_API ImFontConfig(); }; // Hold rendering data for one glyph. // (Note: some language parsers may fail to convert the 31+1 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 Codepoint : 30; // 0x0000..0x10FFFF float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates }; // 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<ImU32> 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<ImWchar>* out_ranges); // Output new ranges }; // See ImFontAtlas::AddCustomRectXXX functions. struct ImFontAtlasCustomRect { unsigned short Width, Height; // Input // Desired rectangle dimension unsigned short X, Y; // Output // Packed position in Atlas unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset ImFont* Font; // Input // For custom font glyphs only: target font ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } bool IsPacked() const { return X != 0xFFFF; } }; // 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). // It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // 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 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, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, 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_size, float size_pixels, 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, 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 ClearInputData(); // 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 ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). IMGUI_API void Clear(); // Clear all input and output. // Build atlas, retrieve 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. 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 bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- // Glyph Ranges //------------------------------------------- // 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. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin 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 //------------------------------------------- // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. // - After calling Build(), you can query the rectangle position and render your pixels. // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. // - You can also 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. // - Read docs/FONTS.md for more details about using colorful icons. // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. IMGUI_API int AddCustomRectRegular(int width, int height); IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } // [Internal] IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- // Members //------------------------------------------- ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before 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. int TexGlyphPadding; // 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). bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. bool TexReady; // Set when texture was built matching current font input 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. unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 int TexWidth; // Texture width calculated during Build(). int TexHeight; // Texture height calculated during Build(). ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector<ImFont*> 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<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector<ImFontConfig> ConfigData; // Configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines // [Internal] Font builder const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. // [Internal] Packing data int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines // [Obsolete] //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; // Font runtime data and rendering // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). struct ImFont { // Members: Hot ~20/24 bytes (for CalcTextSize) ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs. const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) // Members: Cold ~32/40 bytes ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // 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) ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 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. // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } bool IsLoaded() const { return ContainerAtlas != NULL; } const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; } // '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 ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; 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) const; // [Internal] Don't use! IMGUI_API void BuildLookupTable(); IMGUI_API void ClearOutputData(); IMGUI_API void GrowIndex(int new_size); IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; //----------------------------------------------------------------------------- // [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) ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only). ImGuiViewportFlags_Minimized = 1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. ImGuiViewportFlags_NoAutoMerge = 1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). ImGuiViewportFlags_CanHostOtherWindows = 1 << 12, // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. // - 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 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) float DpiScale; // 1.0f = 96 DPI = No extra scale. ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). // Platform/Backend Dependent Data // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled // by the same system and you may not need to use all the UserData/Handle fields. // The library never uses those fields, they are merely storage to facilitate backend implementation. void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as 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), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) ImGuiViewport() { memset(this, 0, sizeof(*this)); } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } // 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 (for e.g. multi-viewport support) //----------------------------------------------------------------------------- // [BETA] (Optional) This is completely optional, for advanced users! // If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. // // This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. // This is achieved by creating new Platform/OS windows on the fly, and rendering into them. // Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. // // See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. // See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature. // // About the coordinates system: // - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) // - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! // - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. // // Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. // // Steps to use multi-viewports in your application, when using a custom backend: // - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! // It's also an experimental feature, so some of the requirements may evolve. // Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). // Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. // Update ImGuiPlatformIO's Monitors list every frame. // Update MousePos every frame, in absolute coordinates. // - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). // You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. // // About ImGui::RenderPlatformWindowsDefault(): // - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. // - You can check its simple source code to understand what it does. // It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() // Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). // - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), // you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. // You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, // or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. //----------------------------------------------------------------------------- // (Optional) Access via ImGui::GetPlatformIO() struct ImGuiPlatformIO { //------------------------------------------------------------------ // Input - Backend interface/functions + Monitor List //------------------------------------------------------------------ // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) // For reference, the second column shows which function are generally calling the Platform Functions: // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows // R = ImGui::RenderPlatformWindowsDefault() ~ render // D = ImGui::DestroyPlatformWindows() ~ shutdown // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. // // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer. // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions. // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. // Platform function --------------------------------------------------- Called by ----- void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). // (Optional) Monitor list // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. ImVector<ImGuiPlatformMonitor> Monitors; //------------------------------------------------------------------ // Output - List of viewports to render into platform windows //------------------------------------------------------------------ // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) // (in the future we will attempt to organize this feature to remove the need for a "main viewport") ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports. ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; // (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. struct ImGuiPlatformMonitor { ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. float DpiScale; // 1.0f = 96 DPI ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } }; // (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. struct ImGuiPlatformImeData { bool WantVisible; // A widget wants the IME to be visible ImVec2 InputPos; // Position of the input cursor float InputLineHeight; // Line height 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. //----------------------------------------------------------------------------- namespace ImGui { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] #else static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } #endif } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { // 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) // 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 1.86 (from November 2021) IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping 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) IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } 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 = 1.0' argument instead of flags. // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. 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); 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); static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } 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); 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); static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.77 (from June 2020) static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) //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) //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) } // 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 ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022) typedef int ImGuiKeyModFlags; enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = ImGuiModFlags_None, ImGuiKeyModFlags_Ctrl = ImGuiModFlags_Ctrl, ImGuiKeyModFlags_Shift = ImGuiModFlags_Shift, ImGuiKeyModFlags_Alt = ImGuiModFlags_Alt, ImGuiKeyModFlags_Super = ImGuiModFlags_Super }; #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) #if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) #define IMGUI_DISABLE_DEBUG_TOOLS #endif #if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) #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 (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" #endif #endif // #ifndef IMGUI_DISABLE
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_internal.h
.h
239,977
3,292
// dear imgui, v1.89 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // Set: // #define IMGUI_DEFINE_MATH_OPERATORS // To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) /* 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] Widgets support: flags, enums, data structures // [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings 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] 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 <stdio.h> // FILE*, sscanf #include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof #include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include <limits.h> // INT_MIN, INT_MAX // Enable SSE intrinsics if available #if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) #define IMGUI_ENABLE_SSE #include <immintrin.h> #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 ImFloorSigned() #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma clang diagnostic ignored "-Wdouble-promotion" #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' #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #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 // 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 //----------------------------------------------------------------------------- struct ImBitVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances 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 ImGuiDockContext; // Docking system context struct ImGuiDockRequest; // Docking system dock/undock queued request struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box struct ImGuiLastItemData; // Status storage for last submitted items struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavItemData; // Result of a gamepad/keyboard 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 ImGuiStackSizes; // Storage of stack sizes for debugging/asserting struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it 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 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 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) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical 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 ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressedEx() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() 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 void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); //----------------------------------------------------------------------------- // [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] STB libraries includes //------------------------------------------------------------------------- namespace ImStb { #undef STB_TEXTEDIT_STRING #undef STB_TEXTEDIT_CHARTYPE #define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) #define STB_TEXTEDIT_UNDOSTATECOUNT 99 #define STB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" } // namespace ImStb //----------------------------------------------------------------------------- // [SECTION] Macros //----------------------------------------------------------------------------- // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. #define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* // 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,...) #endif #endif // Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. #define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__); #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_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) 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 // Error handling // Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. #ifndef IM_ASSERT_USER_ERROR #define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error #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 #define IM_TABSIZE (4) #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_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // // 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("int $0x03") #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 //----------------------------------------------------------------------------- // [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: ImPool<> // - Helper: ImChunkStream<> //----------------------------------------------------------------------------- // Helpers: Hashing IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); // Helpers: Sorting #ifndef ImQsort static 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 static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } // Helpers: String IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); IMGUI_API char* ImStrdup(const char* str); IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); IMGUI_API int ImStrlenW(const ImWchar* str); IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); IMGUI_API const char* ImStrSkipBlank(const char* str); static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // 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 const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf 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 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS IM_MSVC_RUNTIME_CHECKS_OFF static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } static 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); } static 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); } static 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); } IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers: File System #ifdef IMGUI_DISABLE_FILE_FUNCTIONS #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } static inline bool ImFileClose(ImFileHandle) { return false; } static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } static 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 ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision static inline double ImLog(double x) { return log(x); } static inline int ImAbs(int x) { return x < 0 ? -x : x; } static inline float ImAbs(float x) { return fabsf(x); } static inline double ImAbs(double x) { return fabs(x); } static 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 static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } #ifdef IMGUI_ENABLE_SSE static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } #else static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } #endif static 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<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } template<typename T> static inline 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<typename T> static inline 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 static 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); } static 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); } static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, 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); } static 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); } static 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); } static 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); } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } static 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; } static inline float ImFloor(float f) { return (float)(int)(f); } static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static 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); } static 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; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } 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; } IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // 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: 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 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_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(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); } }; IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray 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; } } // Helper: ImBitArray class (wrapper over ImBitArray functions) // Store 1-bit per value. template<int BITCOUNT, int OFFSET = 0> 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 ImBitArrayTestBit(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 ImBitArrayTestBit(Storage, n); } }; // Helper: ImBitVector // Store 1-bit per value. struct IMGUI_API ImBitVector { ImVector<ImU32> 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 ImBitArrayTestBit(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); } }; // Helper: ImSpan<> // Pointing to a span of data we don't own. template<typename T> 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<int CHUNKS> 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<typename T> inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; // 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<typename T> struct ImPool { ImVector<T> 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); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) #endif }; // 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<typename T> struct ImChunkStream { ImVector<char> 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<T>& rhs) { rhs.Buf.swap(Buf); } }; //----------------------------------------------------------------------------- // [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 // You may want to create your own instance of this if you want to use 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 ImFont* Font; // Current/default font (optional, for simplified AddText overload) float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // [Internal] 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) const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); void SetCircleTessellationMaxError(float max_error); }; struct ImDrawDataBuilder { ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } IMGUI_API void FlattenIntoSingleLayer(); }; //----------------------------------------------------------------------------- // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- // Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { // Controlled by user ImGuiItemFlags_None = 0, ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window ImGuiItemFlags_MixedValue = 1 << 6, // 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_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. // Controlled by widget code ImGuiItemFlags_Inputable = 1 << 8, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. }; // Storage for LastItem data 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_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) #ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) ImGuiItemStatusFlags_Opened = 1 << 21, // ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) ImGuiItemStatusFlags_Checked = 1 << 23, // #endif }; // Extend ImGuiInputTextFlags_ enum ImGuiInputTextFlagsPrivate_ { // [Internal] ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. }; // 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 ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] //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_NoKeyModifiers = 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 ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, }; // 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, }; // 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_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27, // Disable padding each side with ItemSpacing * 0.5f }; // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, }; 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, }; enum ImGuiTextFlags_ { ImGuiTextFlags_None = 0, ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, }; enum ImGuiTooltipFlags_ { ImGuiTooltipFlags_None = 0, ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0, // Override will 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 }; enum ImGuiLogType { ImGuiLogType_None = 0, ImGuiLogType_TTY, ImGuiLogType_File, ImGuiLogType_Buffer, ImGuiLogType_Clipboard, }; // 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, }; enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_ComboBox, ImGuiPopupPositionPolicy_Tooltip, }; struct ImGuiDataTypeTempStorage { ImU8 Data[8]; // Can 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_String = ImGuiDataType_COUNT + 1, ImGuiDataType_Pointer, ImGuiDataType_ID, }; // 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; } }; // 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; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; ImVec2 BackupCurrLineSize; float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; bool BackupHoveredIdIsAlive; 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 state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiID ID; // widget id owning the text state int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) int BufCapacityA; // end-user buffer capacity float ScrollX; // horizontal scrolling/offset ImStb::STB_TexteditState Stb; // state for stb_textedit.h 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 ImGuiInputTextFlags Flags; // copy of InputText() flags ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } int GetUndoAvailCount() const { return Stb.undostate.undo_point; } int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation // Cursor & Selection void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } bool HasSelection() const { return Stb.select_start != Stb.select_end; } void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } int GetCursorPos() const { return Stb.cursor; } int GetSelectionStart() const { return Stb.select_start; } int GetSelectionEnd() const { return Stb.select_end; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Storage for current popup stack struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup 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; } }; 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_HasViewport = 1 << 8, ImGuiNextWindowDataFlags_HasDock = 1 << 9, ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10, }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { ImGuiNextWindowDataFlags Flags; ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond CollapsedCond; ImGuiCond DockCond; ImVec2 PosVal; ImVec2 PosPivotVal; ImVec2 SizeVal; ImVec2 ContentSizeVal; ImVec2 ScrollVal; bool PosUndock; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; // Override background alpha ImGuiID ViewportId; ImGuiID DockId; ImGuiWindowClass WindowClass; 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?) ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; enum ImGuiNextItemDataFlags_ { ImGuiNextItemDataFlags_None = 0, ImGuiNextItemDataFlags_HasWidth = 1 << 0, ImGuiNextItemDataFlags_HasOpen = 1 << 1, }; struct ImGuiNextItemData { ImGuiNextItemDataFlags Flags; float Width; // Set by SetNextItemWidth() ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) ImGuiCond OpenCond; bool OpenVal; // Set by SetNextItemOpen() ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! }; // Status storage for the last submitted item struct ImGuiLastItemData { ImGuiID ID; ImGuiItemFlags InFlags; // See ImGuiItemFlags_ ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ ImRect Rect; // Full rectangle ImRect NavRect; // Navigation scoring rectangle (not displayed) ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } }; struct IMGUI_API ImGuiStackSizes { short SizeOfIDStack; short SizeOfColorStack; short SizeOfStyleVarStack; short SizeOfFontStack; short SizeOfFocusScopeStack; short SizeOfGroupStack; short SizeOfItemFlagsStack; short SizeOfBeginPopupStack; short SizeOfDisabledStack; ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } void SetToCurrentState(); void CompareWithCurrentState(); }; // Data saved for each window pushed into the stack struct ImGuiWindowStackData { ImGuiWindow* Window; ImGuiLastItemData ParentLastItemDataBackup; ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; 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; } }; //----------------------------------------------------------------------------- // [SECTION] Inputs support //----------------------------------------------------------------------------- typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys; // Extend ImGuiKey_ enum ImGuiKeyPrivate_ { ImGuiKey_LegacyNativeKey_BEGIN = 0, ImGuiKey_LegacyNativeKey_END = 512, ImGuiKey_Keyboard_BEGIN = ImGuiKey_NamedKey_BEGIN, ImGuiKey_Keyboard_END = ImGuiKey_GamepadStart, ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1, ImGuiKey_Aliases_BEGIN = ImGuiKey_MouseLeft, ImGuiKey_Aliases_END = ImGuiKey_COUNT, // [Internal] Named shortcuts for Navigation ImGuiKey_NavKeyboardTweakSlow = ImGuiKey_ModCtrl, ImGuiKey_NavKeyboardTweakFast = ImGuiKey_ModShift, ImGuiKey_NavGamepadTweakSlow = ImGuiKey_GamepadL1, ImGuiKey_NavGamepadTweakFast = ImGuiKey_GamepadR1, ImGuiKey_NavGamepadActivate = ImGuiKey_GamepadFaceDown, ImGuiKey_NavGamepadCancel = ImGuiKey_GamepadFaceRight, ImGuiKey_NavGamepadMenu = ImGuiKey_GamepadFaceLeft, ImGuiKey_NavGamepadInput = ImGuiKey_GamepadFaceUp, }; enum ImGuiInputEventType { ImGuiInputEventType_None = 0, ImGuiInputEventType_MousePos, ImGuiInputEventType_MouseWheel, ImGuiInputEventType_MouseButton, ImGuiInputEventType_MouseViewport, ImGuiInputEventType_Key, ImGuiInputEventType_Text, ImGuiInputEventType_Focus, ImGuiInputEventType_COUNT }; enum ImGuiInputSource { ImGuiInputSource_None = 0, ImGuiInputSource_Mouse, ImGuiInputSource_Keyboard, ImGuiInputSource_Gamepad, ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only 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; }; struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; struct ImGuiInputEventMouseButton { int Button; bool Down; }; struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; struct ImGuiInputEventText { unsigned int Char; }; struct ImGuiInputEventAppFocused { bool Focused; }; struct ImGuiInputEvent { ImGuiInputEventType Type; ImGuiInputSource Source; union { ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport 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)); } }; // Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed) // Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) enum ImGuiInputFlags_ { // Flags for IsKeyPressedEx() ImGuiInputFlags_None = 0, ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, }; //----------------------------------------------------------------------------- // [SECTION] Clipper support //----------------------------------------------------------------------------- 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<ImGuiListClipperRange> 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 if keyboard is available. ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) }; // 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 ImGuiNavHighlightFlags_ { ImGuiNavHighlightFlags_None = 0, ImGuiNavHighlightFlags_TypeDefault = 1 << 0, ImGuiNavHighlightFlags_TypeThin = 1 << 1, ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. ImGuiNavHighlightFlags_NoRounding = 1 << 3, }; 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_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, ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight ImGuiNavMoveFlags_Activate = 1 << 11, ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight }; enum ImGuiNavLayer { ImGuiNavLayer_Main = 0, // Main scrolling layer ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) ImGuiNavLayer_COUNT }; 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 InFlags; // ????,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 ImGuiNavItemData() { Clear(); } void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } }; //----------------------------------------------------------------------------- // [SECTION] Columns support //----------------------------------------------------------------------------- // Flags for internal's BeginColumns(). Prefix 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, // (WIP) 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<ImGuiOldColumnData> Columns; ImDrawListSplitter Splitter; ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Multi-select support //----------------------------------------------------------------------------- #ifdef IMGUI_HAS_MULTI_SELECT // <this is filled in 'range_select' branch> #endif // #ifdef IMGUI_HAS_MULTI_SELECT //----------------------------------------------------------------------------- // [SECTION] Docking support //----------------------------------------------------------------------------- #define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill #define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents #ifdef IMGUI_HAS_DOCK // Extend ImGuiDockNodeFlags_ enum ImGuiDockNodeFlagsPrivate_ { // [Internal] ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved. ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node. ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node. ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node. ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node. ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows) ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL] ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL] ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking }; // Store the source authority (dock node vs window) of a field enum ImGuiDataAuthority_ { ImGuiDataAuthority_Auto, ImGuiDataAuthority_DockNode, ImGuiDataAuthority_Window, }; enum ImGuiDockNodeState { ImGuiDockNodeState_Unknown, ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, ImGuiDockNodeState_HostWindowVisible, }; // sizeof() 156~192 struct IMGUI_API ImGuiDockNode { ImGuiID ID; ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) ImGuiDockNodeState State; ImGuiDockNode* ParentNode; ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. ImGuiTabBar* TabBar; ImVec2 Pos; // Current position ImVec2 Size; // Current size ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) ImGuiWindowClass WindowClass; // [Root node only] ImU32 LastBgColor; ImGuiWindow* HostWindow; ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. int CountNodeWithWindows; // [Root node only] int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly int LastFrameActive; // Last frame number the node was updated. int LastFrameFocused; // Last frame number the node was focused. ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. ImGuiDataAuthority AuthorityForPos :3; ImGuiDataAuthority AuthorityForSize :3; ImGuiDataAuthority AuthorityForViewport :3; bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) bool IsFocused :1; bool IsBgDrawnThisFrame :1; bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. bool HasWindowMenuButton :1; bool HasCentralNodeChild :1; bool WantCloseAll :1; // Set when closing all tabs at once. bool WantLockSizeOnce :1; bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window bool WantHiddenTabBarUpdate :1; bool WantHiddenTabBarToggle :1; ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); bool IsRootNode() const { return ParentNode == NULL; } bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar bool IsSplitNode() const { return ChildNodes[0] != NULL; } bool IsLeafNode() const { return ChildNodes[0] == NULL; } bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } }; // List of colors that are stored at the time of Begin() into Docked Windows. // We currently store the packed colors in a simple array window->DockStyle.Colors[]. // A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, // but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. enum ImGuiWindowDockStyleCol { ImGuiWindowDockStyleCol_Text, ImGuiWindowDockStyleCol_Tab, ImGuiWindowDockStyleCol_TabHovered, ImGuiWindowDockStyleCol_TabActive, ImGuiWindowDockStyleCol_TabUnfocused, ImGuiWindowDockStyleCol_TabUnfocusedActive, ImGuiWindowDockStyleCol_COUNT }; struct ImGuiWindowDockStyle { ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; }; struct ImGuiDockContext { ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes ImVector<ImGuiDockRequest> Requests; ImVector<ImGuiDockNodeSettings> NodesSettings; bool WantFullRebuild; ImGuiDockContext() { memset(this, 0, sizeof(*this)); } }; #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 Idx; int LastFrameActive; // Last frame number this viewport was activated by a window int LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order ImGuiID LastNameHash; ImVec2 LastPos; float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) float LastAlpha; short PlatformMonitor; bool PlatformWindowCreated; ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used ImDrawList* DrawLists[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; ImVec2 LastPlatformPos; ImVec2 LastPlatformSize; ImVec2 LastRendererSize; ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } // 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& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // 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(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); 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; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. ImVec2ih Size; ImVec2ih ViewportPos; ImGuiID ViewportId; ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. ImGuiID ClassId; // ID of window class if specified short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } 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] Metrics, Debug Tools //----------------------------------------------------------------------------- enum ImGuiDebugLogFlags_ { // Event types ImGuiDebugLogFlags_None = 0, ImGuiDebugLogFlags_EventActiveId = 1 << 0, ImGuiDebugLogFlags_EventFocus = 1 << 1, ImGuiDebugLogFlags_EventPopup = 1 << 2, ImGuiDebugLogFlags_EventNav = 1 << 3, ImGuiDebugLogFlags_EventIO = 1 << 4, ImGuiDebugLogFlags_EventDocking = 1 << 5, ImGuiDebugLogFlags_EventViewport = 1 << 6, ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY }; struct ImGuiMetricsConfig { bool ShowDebugLog; bool ShowStackTool; bool ShowWindowsRects; bool ShowWindowsBeginOrder; bool ShowTablesRects; bool ShowDrawCmdMesh; bool ShowDrawCmdBoundingBoxes; bool ShowDockingNodes; int ShowWindowsRectsType; int ShowTablesRectsType; ImGuiMetricsConfig() { ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false; ShowDrawCmdMesh = true; ShowDrawCmdBoundingBoxes = true; ShowDockingNodes = false; ShowWindowsRectsType = ShowTablesRectsType = -1; } }; 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 Stack tool queries struct ImGuiStackTool { int LastActiveFrame; int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level ImGuiID QueryId; // ID to query details for ImVector<ImGuiStackLevelInfo> Results; bool CopyToClipboardOnCtrlC; float CopyToClipboardLastTime; ImGuiStackTool() { 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; bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be tricked/written into IO structure. ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. ImGuiStyle Style; ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() ImGuiConfigFlags ConfigFlagsLastFrame; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; double Time; int FrameCount; int FrameCountEnded; int FrameCountPlatformEnded; int FrameCountRendered; 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 WithinEndChild; // Set within EndChild() bool GcCompactAll; // Request full GC bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() void* TestEngine; // Test engine user data // Windows state ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front. ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector<ImGuiWindowStackData> CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) 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. ImGuiDockNode* HoveredDockNode; // [Debug] Hovered dock node. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. 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; float WheelingWindowTimer; // Item/widgets state and tracking information ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. bool HoveredIdPreviousFrameUsingMouseWheel; bool HoveredIdDisabled; // 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. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active 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; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; ImGuiWindow* ActiveIdPreviousFrameWindow; 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. // Input Ownership ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel);' #endif // Next window/item data ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions // Shared stacks ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window ImVector<ImGuiItemFlags>ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent) ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) int BeginMenuCount; // Viewports ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. float CurrentDpiScale; // == CurrentViewport->DpiScale ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. ImGuiID PlatformLastFocusedViewportId; ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. ImGuiActivateFlags NavActivateFlags; 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). ImGuiModFlags NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiActivateFlags NavNextActivateFlags; ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. // 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; ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) 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; ImGuiModFlags 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: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) 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; bool NavWindowingToggleLayer; 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) ImGuiMouseCursor MouseCursor; // 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) 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<unsigned char> 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<ImGuiListClipperData> ClipperTempData; // Tables ImGuiTable* CurrentTable; int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) ImVector<ImGuiTableTempData> TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) ImPool<ImGuiTable> Tables; // Persistent table data ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer; // Tab bars ImGuiTabBar* CurrentTabBar; ImPool<ImGuiTabBar> TabBars; ImVector<ImGuiPtrOrIndex> CurrentTabBarStack; ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer; // Widget state ImVec2 MouseLastValidPos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips ImU32 ColorEditLastColor; // RGB value with alpha set to 0. ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. ImGuiComboPreviewData ComboPreviewData; 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 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() short DisabledStackSize; short TooltipOverrideCount; float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once // Platform support ImGuiPlatformImeData PlatformImeData; // Data updated by current frame ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn ImGuiID PlatformImeViewport; char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? ImGuiDockContext DockContext; // Settings bool SettingsLoaded; float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero ImGuiTextBuffer SettingsIniData; // In memory .ini settings ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine) ImGuiID HookIdNext; // Next available HookId // Capture/Logging bool LogEnabled; // Currently capturing ImGuiLogType LogType; // Capture target 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. // Debug Tools ImGuiDebugLogFlags DebugLogFlags; ImGuiTextBuffer DebugLogBuf; bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) ImU8 DebugItemPickerMouseButton; ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID ImGuiMetricsConfig DebugMetricsConfig; ImGuiStackTool DebugStackTool; // 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; ImVector<char> TempBuffer; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; FontAtlasOwnedByContext = shared_font_atlas ? false : true; Font = NULL; FontSize = FontBaseSize = 0.0f; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; GcCompactAll = false; TestEngineHookItems = false; TestEngine = NULL; WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredWindowUnderMovingWindow = NULL; HoveredDockNode = NULL; MovingWindow = NULL; WheelingWindow = NULL; WheelingWindowTimer = 0.0f; DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; ActiveIdNoClearOnFocusLoss = false; ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; ActiveIdMouseButton = -1; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; ActiveIdPreviousFrameWindow = NULL; LastActiveId = 0; LastActiveIdTimer = 0.0f; ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingKeyInputMask.ClearAllBits(); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO ActiveIdUsingNavInputMask = 0x00; #endif CurrentItemFlags = ImGuiItemFlags_None; BeginMenuCount = 0; CurrentDpiScale = 0.0f; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; PlatformLastFocusedViewportId = 0; ViewportFrontMostStampCount = 0; NavWindow = NULL; NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; NavJustMovedToKeyMods = ImGuiModFlags_None; NavInputSource = ImGuiInputSource_None; NavLayer = ImGuiNavLayer_Main; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; NavDisableMouseHover = false; NavAnyRequest = false; NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; NavMoveSubmitted = false; NavMoveScoringItems = false; NavMoveForwardToNextFrame = false; NavMoveFlags = ImGuiNavMoveFlags_None; NavMoveScrollFlags = ImGuiScrollFlags_None; NavMoveKeyMods = ImGuiModFlags_None; NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; NavScoringDebugCount = 0; NavTabbingDir = 0; NavTabbingCounter = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; 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; TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditLastHue = ColorEditLastSat = 0.0f; ColorEditLastColor = 0; SliderGrabClickOffset = 0.0f; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; DisabledAlphaBackup = 0.0f; DisabledStackSize = 0; ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; TooltipSlowDelay = 0.50f; PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission PlatformImeViewport = 0; PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; HookIdNext = 0; LogEnabled = false; LogType = ImGuiLogType_None; LogNextPrefix = LogNextSuffix = NULL; LogFile = NULL; LogLinePosY = FLT_MAX; LogLineFirstItem = false; LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; DebugItemPickerActive = false; DebugItemPickerMouseButton = ImGuiMouseButton_Left; DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; } }; //----------------------------------------------------------------------------- // [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; 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 compensentate 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) ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 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 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. ImVector<ImGuiWindow*> 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() // 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<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) ImVector<float> TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) }; // Storage for one window struct IMGUI_API ImGuiWindow { char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor 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(). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID TabId; // == window->GetID("#TAB") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) 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 ViewportOwned; 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 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 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 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. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImS8 AutoFitFramesX, AutoFitFramesY; ImS8 AutoFitChildAxises; 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. ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() 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<ImGuiID> 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. int LastFrameJustFocused; // Last frame number the window was made Focused. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiStorage StateStorage; ImVector<ImGuiOldColumns> ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() float FontDpiScale; 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* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. 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* 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 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 // Docking bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). bool DockNodeIsVisible :1; bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? bool DockTabWantClose :1; short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. ImGuiWindowDockStyle DockStyle; ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more ImGuiItemStatusFlags DockTabItemStatusFlags; ImRect DockTabItemRect; 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 GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; //----------------------------------------------------------------------------- // [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_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. ImGuiTabItemFlags_Preview = 1 << 23, // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) }; // Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. 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, stored during BeginTabItem() call 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() bool WantClose; // Marked as closed by SetTabItemClosed() ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) struct IMGUI_API ImGuiTabBar { ImVector<ImGuiTabItem> 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 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; 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 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(); int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } const char* GetTabName(const ImGuiTabItem* tab) const { if (tab->Window) return tab->Window->Name; IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; //----------------------------------------------------------------------------- // [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 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. #define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() // Our current column maximum is 64 but we may raise that in the future. typedef ImS8 ImGuiTableColumnIdx; typedef ImU8 ImGuiTableDrawChannelIdx; // [Internal] sizeof() ~ 104 // 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 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 of available sort directions (2-bits each) 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 struct ImGuiTableCellData { ImU32 BgColor; // Actual color ImGuiTableColumnIdx Column; // Column number }; // Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?) struct ImGuiTableInstanceData { float LastOuterHeight; // Outer height from last frame // FIXME: multi-instance issue (#3955) float LastFirstRowHeight; // Height of first row from last frame // FIXME: possible multi-instance issue? ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = 0.0f; } }; // FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData 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<ImGuiTableColumn> Columns; // Point within RawData[] ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) ImSpan<ImGuiTableCellData> RowCellData; // Point within RawData[]. Store cells background requests for current row. ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) 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 table with same ID look are multiple tables, they are just synched. 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 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 float CellPaddingY; float CellSpacingX1; // Spacing between non-bordered cells 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. 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<ImGuiTableInstanceData> InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableColumnSortSpecs SortSpecsSingle; ImVector<ImGuiTableColumnSortSpecs> 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 (<= ColumnsCount) ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() 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 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; 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 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 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. struct IMGUI_API ImGuiTableTempData { int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used 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() ~ 12 struct ImGuiTableColumnSettings { float WidthOrWeight; ImGuiID UserID; ImGuiTableColumnIdx Index; ImGuiTableColumnIdx DisplayOrder; ImGuiTableColumnIdx SortOrder; ImU8 SortDirection : 2; ImU8 IsEnabled : 1; // "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 crash 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. 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 ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_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); 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); } // Windows: Display Order and Focus Order IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); 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); // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } // 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(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); 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 TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); IMGUI_API void ClearIniSettings(); IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); IMGUI_API void RemoveSettingsHandler(const char* type_name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); // Scrolling IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is 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 ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } 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); // 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); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_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 bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Parameter stacks IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, 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); // Popups, Modals, Tooltips IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags 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 bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); 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); // 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(); // Gamepad/Keyboard 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 NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. IMGUI_API void SetNavWindow(ImGuiWindow* window); IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); // Focus Scope (WIP) // This is generally used to identify a selection set (multiple of which may be in the same window), as selection // patterns generally need to react (e.g. clear selection) when landing on an item of the set. IMGUI_API void PushFocusScope(ImGuiID id); IMGUI_API void PopFocusScope(); inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() // 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 IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); IMGUI_API void GetKeyChordName(ImGuiModFlags mods, ImGuiKey key, char* out_buf, int out_buf_size); IMGUI_API void SetItemUsingMouseWheel(); IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return ImGuiKey_MouseLeft + button; } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); IMGUI_API ImGuiModFlags GetMergedModFlags(); IMGUI_API ImVec2 GetKeyVector2d(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 bool IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags = 0); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87] #endif // Docking // (some functions are only declared in imgui.cpp, see Docking section) IMGUI_API void DockContextInitialize(ImGuiContext* ctx); IMGUI_API void DockContextShutdown(ImGuiContext* ctx); IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); IMGUI_API void DockNodeEndAmendTabBar(); inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); // Docking - Builder function needs to be generally called before the node is used/submitted. // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. // - Call DockBuilderFinish() after you are done. IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs); IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs); IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); IMGUI_API void DockBuilderFinish(ImGuiID node_id); // Drag and Drop IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); // 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 TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. 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. IMGUI_API float TableGetHeaderRowHeight(); IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel(); // 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 TableDrawContextMenu(ImGuiTable* table); 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]; } 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(const ImGuiTable* table, int column_n, int instance_no = 0); IMGUI_API float TableGetMaxColumnWidth(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 IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const 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 ImVec2 TabItemCalcSize(const char* label, bool has_close_button); 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 clip_max_x, 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 border = 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 RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight 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 RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, 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); IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); 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 flags); IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col); 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); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); 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 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); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API void TreePushOverrideID(ImGuiID id); IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID 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<float, float>(const char* format, ImGuiDataType data_type, float v); " template<typename T, typename SIGNED_T, typename FLOAT_T> 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<typename T, typename SIGNED_T, typename FLOAT_T> 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<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); template<typename T, typename SIGNED_T, typename FLOAT_T> 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<typename T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); template<typename T> 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); 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); // 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 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 // 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, ImVec2 frame_size); // 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); // Garbage collection IMGUI_API void GcCompactTransientMiscBuffers(); IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); // Debug Log IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); // Debug Tools IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } 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 DebugNodeDockNode(ImGuiDockNode* node, const char* label); 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 DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); 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 DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* 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 DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); // Obsolete functions #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that 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 = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif } // namespace ImGui //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas internal API //----------------------------------------------------------------------------- // This structure is likely to evolve as we add support for incremental atlas updates struct ImFontBuilderIO { bool (*FontBuilder_Build)(ImFontAtlas* atlas); }; // Helper for font builder #ifdef IMGUI_ENABLE_STB_TRUETYPE IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); #endif IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); //----------------------------------------------------------------------------- // [SECTION] Test Engine specific hooks (imgui_test_engine) //----------------------------------------------------------------------------- #ifdef IMGUI_ENABLE_TEST_ENGINE extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); 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); #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // 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,...) if (g.TestEngineHookItems) 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
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imstb_truetype.h
.h
199,422
5,086
// [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 <current_point, baseline>. I.e. if it returns x0,y0,x1,y1, // then the character should be displayed in the rectangle from // <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1). // // Advancing for the next character: // Call GlyphHMetrics, and compute 'current_point += SF * advance'. // // // ADVANCED USAGE // // Quality: // // - Use the functions with Subpixel at the end to allow your characters // to have subpixel positioning. Since the font is anti-aliased, not // hinted, this is very import for quality. (This is not possible with // baked fonts.) // // - Kerning is now supported, and if you're supporting subpixel rendering // then kerning is worth using to give your text a polished look. // // Performance: // // - Convert Unicode codepoints to glyph indexes and operate on the glyphs; // if you don't do this, stb_truetype is forced to do the conversion on // every call. // // - There are a lot of memory allocations. We should modify it to take // a temp buffer and allocate from the temp buffer (without freeing), // should help performance a lot. // // NOTES // // The system uses the raw data found in the .ttf file without changing it // and without building auxiliary data structures. This is a bit inefficient // on little-endian systems (the data is big-endian), but assuming you're // caching the bitmaps or glyph shapes this shouldn't be a big deal. // // It appears to be very hard to programmatically determine what font a // given file is in a general way. I provide an API for this, but I don't // recommend it. // // // PERFORMANCE MEASUREMENTS FOR 1.06: // // 32-bit 64-bit // Previous release: 8.83 s 7.68 s // Pool allocations: 7.72 s 6.34 s // Inline sort : 6.54 s 5.65 s // New rasterizer : 5.63 s 5.00 s ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// //// //// SAMPLE PROGRAMS //// // // Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless. // See "tests/truetype_demo_win32.c" for a complete version. #if 0 #define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation #include "stb_truetype.h" unsigned char ttf_buffer[1<<20]; unsigned char temp_bitmap[512*512]; stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs GLuint ftex; void my_stbtt_initfont(void) { fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb")); stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits! // can free ttf_buffer at this point glGenTextures(1, &ftex); glBindTexture(GL_TEXTURE_2D, ftex); glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap); // can free temp_bitmap at this point glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } void my_stbtt_print(float x, float y, char *text) { // assume orthographic projection with units = screen pixels, origin at top left glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, ftex); glBegin(GL_QUADS); while (*text) { if (*text >= 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 <stdio.h> #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 <math.h> #define STBTT_ifloor(x) ((int) floor(x)) #define STBTT_iceil(x) ((int) ceil(x)) #endif #ifndef STBTT_sqrt #include <math.h> #define STBTT_sqrt(x) sqrt(x) #define STBTT_pow(x,y) pow(x,y) #endif #ifndef STBTT_fmod #include <math.h> #define STBTT_fmod(x,y) fmod(x,y) #endif #ifndef STBTT_cos #include <math.h> #define STBTT_cos(x) cos(x) #define STBTT_acos(x) acos(x) #endif #ifndef STBTT_fabs #include <math.h> #define STBTT_fabs(x) fabs(x) #endif // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h #ifndef STBTT_malloc #include <stdlib.h> #define STBTT_malloc(x,u) ((void)(u),malloc(x)) #define STBTT_free(x,u) ((void)(u),free(x)) #endif #ifndef STBTT_assert #include <assert.h> #define STBTT_assert(x) assert(x) #endif #ifndef STBTT_strlen #include <string.h> #define STBTT_strlen(x) strlen(x) #endif #ifndef STBTT_memcpy #include <string.h> #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 recived 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) stbtt__new_buf(NULL, 0); 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<lookupCount; ++i) { stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i); stbtt_uint8 *lookupTable = lookupList + lookupOffset; stbtt_uint16 lookupType = ttUSHORT(lookupTable); stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4); stbtt_uint8 *subTableOffsets = lookupTable + 6; if (lookupType != 2) // Pair Adjustment Positioning Subtable continue; for (sti=0; sti<subTableCount; sti++) { stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti); stbtt_uint8 *table = lookupTable + subtableOffset; stbtt_uint16 posFormat = ttUSHORT(table); stbtt_uint16 coverageOffset = ttUSHORT(table + 2); stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1); if (coverageIndex == -1) continue; switch (posFormat) { case 1: { stbtt_int32 l, r, m; int straw, needle; stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? stbtt_int32 valueRecordPairSizeInBytes = 2; stbtt_uint16 pairSetCount = ttUSHORT(table + 8); stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex); stbtt_uint8 *pairValueTable = table + pairPosOffset; stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable); stbtt_uint8 *pairValueArray = pairValueTable + 2; if (coverageIndex >= 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<numEntries; i++) { stbtt_uint8 *svg_doc = svg_docs + (12 * i); if ((gl >= 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 && mid<n: 0>n => n; 0<n => 0 */ /* 0<mid && mid>n: 0>n => 0; 0<n => 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; y0 = (int)verts[i-1].y; 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. ------------------------------------------------------------------------------ */
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_glfw.h
.h
3,825
52
// dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Issues: // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // About GLSL version: // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! #pragma once #include "imgui.h" // IMGUI_IMPL_API struct GLFWwindow; struct GLFWmonitor; IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); // GLFW callbacks (installer) // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); // GLFW callbacks (individual callbacks to call if you didn't install callbacks) IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_wgpu.h
.h
1,456
26
// dear imgui: Renderer for WebGPU // This needs to be used along with a Platform Binding (e.g. GLFW) // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API #include <webgpu/webgpu.h> IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_glut.cpp
.cpp
13,581
298
// dear imgui: Platform Backend for GLUT/FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! // !!! Nowadays, prefer using GLFW or SDL instead! // Implemented features: // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. // 2019-03-25: Misc: Made io.DeltaTime always above zero. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-03-22: Added GLUT Platform binding. #include "imgui.h" #include "imgui_impl_glut.h" #ifdef __APPLE__ #include <GLUT/glut.h> #else #include <GL/freeglut.h> #endif #ifdef _MSC_VER #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #endif static int g_Time = 0; // Current time, in milliseconds // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) { switch (key) { case '\t': return ImGuiKey_Tab; case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow; case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow; case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow; case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow; case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp; case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown; case 256 + GLUT_KEY_HOME: return ImGuiKey_Home; case 256 + GLUT_KEY_END: return ImGuiKey_End; case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert; case 127: return ImGuiKey_Delete; case 8: return ImGuiKey_Backspace; case ' ': return ImGuiKey_Space; case 13: return ImGuiKey_Enter; case 27: return ImGuiKey_Escape; case 39: return ImGuiKey_Apostrophe; case 44: return ImGuiKey_Comma; case 45: return ImGuiKey_Minus; case 46: return ImGuiKey_Period; case 47: return ImGuiKey_Slash; case 59: return ImGuiKey_Semicolon; case 61: return ImGuiKey_Equal; case 91: return ImGuiKey_LeftBracket; case 92: return ImGuiKey_Backslash; case 93: return ImGuiKey_RightBracket; case 96: return ImGuiKey_GraveAccent; //case 0: return ImGuiKey_CapsLock; //case 0: return ImGuiKey_ScrollLock; case 256 + 0x006D: return ImGuiKey_NumLock; //case 0: return ImGuiKey_PrintScreen; //case 0: return ImGuiKey_Pause; //case '0': return ImGuiKey_Keypad0; //case '1': return ImGuiKey_Keypad1; //case '2': return ImGuiKey_Keypad2; //case '3': return ImGuiKey_Keypad3; //case '4': return ImGuiKey_Keypad4; //case '5': return ImGuiKey_Keypad5; //case '6': return ImGuiKey_Keypad6; //case '7': return ImGuiKey_Keypad7; //case '8': return ImGuiKey_Keypad8; //case '9': return ImGuiKey_Keypad9; //case 46: return ImGuiKey_KeypadDecimal; //case 47: return ImGuiKey_KeypadDivide; case 42: return ImGuiKey_KeypadMultiply; //case 45: return ImGuiKey_KeypadSubtract; case 43: return ImGuiKey_KeypadAdd; //case 13: return ImGuiKey_KeypadEnter; //case 0: return ImGuiKey_KeypadEqual; case 256 + 0x0072: return ImGuiKey_LeftCtrl; case 256 + 0x0070: return ImGuiKey_LeftShift; case 256 + 0x0074: return ImGuiKey_LeftAlt; //case 0: return ImGuiKey_LeftSuper; case 256 + 0x0073: return ImGuiKey_RightCtrl; case 256 + 0x0071: return ImGuiKey_RightShift; case 256 + 0x0075: return ImGuiKey_RightAlt; //case 0: return ImGuiKey_RightSuper; //case 0: return ImGuiKey_Menu; 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 'A': case 'a': return ImGuiKey_A; case 'B': case 'b': return ImGuiKey_B; case 'C': case 'c': return ImGuiKey_C; case 'D': case 'd': return ImGuiKey_D; case 'E': case 'e': return ImGuiKey_E; case 'F': case 'f': return ImGuiKey_F; case 'G': case 'g': return ImGuiKey_G; case 'H': case 'h': return ImGuiKey_H; case 'I': case 'i': return ImGuiKey_I; case 'J': case 'j': return ImGuiKey_J; case 'K': case 'k': return ImGuiKey_K; case 'L': case 'l': return ImGuiKey_L; case 'M': case 'm': return ImGuiKey_M; case 'N': case 'n': return ImGuiKey_N; case 'O': case 'o': return ImGuiKey_O; case 'P': case 'p': return ImGuiKey_P; case 'Q': case 'q': return ImGuiKey_Q; case 'R': case 'r': return ImGuiKey_R; case 'S': case 's': return ImGuiKey_S; case 'T': case 't': return ImGuiKey_T; case 'U': case 'u': return ImGuiKey_U; case 'V': case 'v': return ImGuiKey_V; case 'W': case 'w': return ImGuiKey_W; case 'X': case 'x': return ImGuiKey_X; case 'Y': case 'y': return ImGuiKey_Y; case 'Z': case 'z': return ImGuiKey_Z; case 256 + GLUT_KEY_F1: return ImGuiKey_F1; case 256 + GLUT_KEY_F2: return ImGuiKey_F2; case 256 + GLUT_KEY_F3: return ImGuiKey_F3; case 256 + GLUT_KEY_F4: return ImGuiKey_F4; case 256 + GLUT_KEY_F5: return ImGuiKey_F5; case 256 + GLUT_KEY_F6: return ImGuiKey_F6; case 256 + GLUT_KEY_F7: return ImGuiKey_F7; case 256 + GLUT_KEY_F8: return ImGuiKey_F8; case 256 + GLUT_KEY_F9: return ImGuiKey_F9; case 256 + GLUT_KEY_F10: return ImGuiKey_F10; case 256 + GLUT_KEY_F11: return ImGuiKey_F11; case 256 + GLUT_KEY_F12: return ImGuiKey_F12; default: return ImGuiKey_None; } } bool ImGui_ImplGLUT_Init() { ImGuiIO& io = ImGui::GetIO(); #ifdef FREEGLUT io.BackendPlatformName = "imgui_impl_glut (freeglut)"; #else io.BackendPlatformName = "imgui_impl_glut"; #endif g_Time = 0; return true; } void ImGui_ImplGLUT_InstallFuncs() { glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc); glutMotionFunc(ImGui_ImplGLUT_MotionFunc); glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc); glutMouseFunc(ImGui_ImplGLUT_MouseFunc); #ifdef __FREEGLUT_EXT_H__ glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc); #endif glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc); glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc); glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc); glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc); } void ImGui_ImplGLUT_Shutdown() { } void ImGui_ImplGLUT_NewFrame() { // Setup time step ImGuiIO& io = ImGui::GetIO(); int current_time = glutGet(GLUT_ELAPSED_TIME); int delta_time_ms = (current_time - g_Time); if (delta_time_ms <= 0) delta_time_ms = 1; io.DeltaTime = delta_time_ms / 1000.0f; g_Time = current_time; // Start the frame ImGui::NewFrame(); } static void ImGui_ImplGLUT_UpdateKeyModifiers() { ImGuiIO& io = ImGui::GetIO(); int glut_key_mods = glutGetModifiers(); io.AddKeyEvent(ImGuiKey_ModCtrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); } static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) { ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(key, down); io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code) } void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) { // Send character to imgui //printf("char_down_func %d '%c'\n", c, c); ImGuiIO& io = ImGui::GetIO(); if (c >= 32) io.AddInputCharacter((unsigned int)c); ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); ImGui_ImplGLUT_AddKeyEvent(key, true, c); ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) { //printf("char_up_func %d '%c'\n", c, c); ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); ImGui_ImplGLUT_AddKeyEvent(key, false, c); ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) { //printf("key_down_func %d\n", key); ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256); ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) { //printf("key_up_func %d\n", key); ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256); ImGui_ImplGLUT_UpdateKeyModifiers(); (void)x; (void)y; // Unused } void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) { ImGuiIO& io = ImGui::GetIO(); io.AddMousePosEvent((float)x, (float)y); int button = -1; if (glut_button == GLUT_LEFT_BUTTON) button = 0; if (glut_button == GLUT_RIGHT_BUTTON) button = 1; if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) io.AddMouseButtonEvent(button, state == GLUT_DOWN); } #ifdef __FREEGLUT_EXT_H__ void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) { ImGuiIO& io = ImGui::GetIO(); io.AddMousePosEvent((float)x, (float)y); if (dir != 0) io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f); (void)button; // Unused } #endif void ImGui_ImplGLUT_ReshapeFunc(int w, int h) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)w, (float)h); } void ImGui_ImplGLUT_MotionFunc(int x, int y) { ImGuiIO& io = ImGui::GetIO(); io.AddMousePosEvent((float)x, (float)y); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imconfig.h
.h
9,999
126
//----------------------------------------------------------------------------- // COMPILE-TIME OPTIONS FOR DEAR IMGUI // 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 files 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. // 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 ) //#define IMGUI_API __declspec( dllimport ) //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. //---- 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 ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88). //---- 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_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_SSE // Disable use of SSE intrinsics even if available //---- Include imgui_user.h at the end of imgui.h as a convenience //#define IMGUI_INCLUDE_IMGUI_USER_H //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR //---- 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 enabled //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION //---- 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 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); } */ //---- 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 // (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: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), // (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) // This adds a small runtime cost which is why it is not enabled by default. //#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui { void MyFunction(const char* name, const MyMatrix44& v); } */
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_allegro5.cpp
.cpp
27,816
582
// dear imgui: Renderer + Platform Backend for Allegro 5 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Issues: // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). // 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2018-11-30: Platform: Added touchscreen support. // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). // 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. // 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. // 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. #include <stdint.h> // uint64_t #include <cstring> // memcpy #include "imgui.h" #include "imgui_impl_allegro5.h" // Allegro #include <allegro5/allegro.h> #include <allegro5/allegro_primitives.h> #ifdef _WIN32 #include <allegro5/allegro_windows.h> #endif #define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #endif // Allegro Data struct ImGui_ImplAllegro5_Data { ALLEGRO_DISPLAY* Display; ALLEGRO_BITMAP* Texture; double Time; ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; ALLEGRO_VERTEX_DECL* VertexDecl; char* ClipboardTextData; ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } struct ImDrawVertAllegro { ImVec2 pos; ImVec2 uv; ALLEGRO_COLOR col; }; static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) { // Setup blending al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). { float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; ALLEGRO_TRANSFORM transform; al_identity_transform(&transform); al_use_transform(&transform); al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); al_use_projection_transform(&transform); } } // Render function. void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; // Backup Allegro state that will be modified ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); int last_clip_x, last_clip_y, last_clip_w, last_clip_h; al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); int last_blender_op, last_blender_src, last_blender_dst; al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); // Setup desired render state ImGui_ImplAllegro5_SetupRenderState(draw_data); // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves. // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. static ImVector<ImDrawVertAllegro> vertices; vertices.resize(cmd_list->IdxBuffer.Size); for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) { const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; ImDrawVertAllegro* dst_v = &vertices[i]; dst_v->pos = src_v->pos; dst_v->uv = src_v->uv; unsigned char* c = (unsigned char*)&src_v->col; dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]); } const int* indices = NULL; if (sizeof(ImDrawIdx) == 2) { // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. static ImVector<int> indices_converted; indices_converted.resize(cmd_list->IdxBuffer.Size); for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i]; indices = indices_converted.Data; } else if (sizeof(ImDrawIdx) == 4) { indices = (const int*)cmd_list->IdxBuffer.Data; } // Render command lists ImVec2 clip_off = draw_data->DisplayPos; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplAllegro5_SetupRenderState(draw_data); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle, Draw ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); } } } // Restore modified Allegro state al_set_blender(last_blender_op, last_blender_src, last_blender_dst); al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h); al_use_transform(&last_transform); al_use_projection_transform(&last_projection_transform); } bool ImGui_ImplAllegro5_CreateDeviceObjects() { // Build texture atlas ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Create texture // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) int flags = al_get_new_bitmap_flags(); int fmt = al_get_new_bitmap_format(); al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); ALLEGRO_BITMAP* img = al_create_bitmap(width, height); al_set_new_bitmap_flags(flags); al_set_new_bitmap_format(fmt); if (!img) return false; ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); if (!locked_img) { al_destroy_bitmap(img); return false; } memcpy(locked_img->data, pixels, sizeof(int) * width * height); al_unlock_bitmap(img); // Convert software texture to hardware texture. ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); al_destroy_bitmap(img); if (!cloned_img) return false; // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); bd->Texture = cloned_img; // Create an invisible mouse cursor // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); al_destroy_bitmap(mouse_cursor); return true; } void ImGui_ImplAllegro5_InvalidateDeviceObjects() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); if (bd->Texture) { io.Fonts->SetTexID(NULL); al_destroy_bitmap(bd->Texture); bd->Texture = NULL; } if (bd->MouseCursorInvisible) { al_destroy_mouse_cursor(bd->MouseCursorInvisible); bd->MouseCursorInvisible = NULL; } } #if ALLEGRO_HAS_CLIPBOARD static const char* ImGui_ImplAllegro5_GetClipboardText(void*) { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); if (bd->ClipboardTextData) al_free(bd->ClipboardTextData); bd->ClipboardTextData = al_get_clipboard_text(bd->Display); return bd->ClipboardTextData; } static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); al_set_clipboard_text(bd->Display, text); } #endif static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) { switch (key_code) { case ALLEGRO_KEY_TAB: return ImGuiKey_Tab; case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow; case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow; case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow; case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow; case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp; case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown; case ALLEGRO_KEY_HOME: return ImGuiKey_Home; case ALLEGRO_KEY_END: return ImGuiKey_End; case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert; case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete; case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace; case ALLEGRO_KEY_SPACE: return ImGuiKey_Space; case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter; case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape; case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe; case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma; case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus; case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period; case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash; case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon; case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal; case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket; case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash; case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket; case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent; case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock; case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock; case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock; case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen; case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause; case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0; case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1; case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2; case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3; case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4; case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5; case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6; case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7; case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8; case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9; case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal; case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide; case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply; case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract; case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd; case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter; case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual; case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl; case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift; case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt; case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper; case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl; case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift; case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt; case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper; case ALLEGRO_KEY_MENU: return ImGuiKey_Menu; case ALLEGRO_KEY_0: return ImGuiKey_0; case ALLEGRO_KEY_1: return ImGuiKey_1; case ALLEGRO_KEY_2: return ImGuiKey_2; case ALLEGRO_KEY_3: return ImGuiKey_3; case ALLEGRO_KEY_4: return ImGuiKey_4; case ALLEGRO_KEY_5: return ImGuiKey_5; case ALLEGRO_KEY_6: return ImGuiKey_6; case ALLEGRO_KEY_7: return ImGuiKey_7; case ALLEGRO_KEY_8: return ImGuiKey_8; case ALLEGRO_KEY_9: return ImGuiKey_9; case ALLEGRO_KEY_A: return ImGuiKey_A; case ALLEGRO_KEY_B: return ImGuiKey_B; case ALLEGRO_KEY_C: return ImGuiKey_C; case ALLEGRO_KEY_D: return ImGuiKey_D; case ALLEGRO_KEY_E: return ImGuiKey_E; case ALLEGRO_KEY_F: return ImGuiKey_F; case ALLEGRO_KEY_G: return ImGuiKey_G; case ALLEGRO_KEY_H: return ImGuiKey_H; case ALLEGRO_KEY_I: return ImGuiKey_I; case ALLEGRO_KEY_J: return ImGuiKey_J; case ALLEGRO_KEY_K: return ImGuiKey_K; case ALLEGRO_KEY_L: return ImGuiKey_L; case ALLEGRO_KEY_M: return ImGuiKey_M; case ALLEGRO_KEY_N: return ImGuiKey_N; case ALLEGRO_KEY_O: return ImGuiKey_O; case ALLEGRO_KEY_P: return ImGuiKey_P; case ALLEGRO_KEY_Q: return ImGuiKey_Q; case ALLEGRO_KEY_R: return ImGuiKey_R; case ALLEGRO_KEY_S: return ImGuiKey_S; case ALLEGRO_KEY_T: return ImGuiKey_T; case ALLEGRO_KEY_U: return ImGuiKey_U; case ALLEGRO_KEY_V: return ImGuiKey_V; case ALLEGRO_KEY_W: return ImGuiKey_W; case ALLEGRO_KEY_X: return ImGuiKey_X; case ALLEGRO_KEY_Y: return ImGuiKey_Y; case ALLEGRO_KEY_Z: return ImGuiKey_Z; case ALLEGRO_KEY_F1: return ImGuiKey_F1; case ALLEGRO_KEY_F2: return ImGuiKey_F2; case ALLEGRO_KEY_F3: return ImGuiKey_F3; case ALLEGRO_KEY_F4: return ImGuiKey_F4; case ALLEGRO_KEY_F5: return ImGuiKey_F5; case ALLEGRO_KEY_F6: return ImGuiKey_F6; case ALLEGRO_KEY_F7: return ImGuiKey_F7; case ALLEGRO_KEY_F8: return ImGuiKey_F8; case ALLEGRO_KEY_F9: return ImGuiKey_F9; case ALLEGRO_KEY_F10: return ImGuiKey_F10; case ALLEGRO_KEY_F11: return ImGuiKey_F11; case ALLEGRO_KEY_F12: return ImGuiKey_F12; default: return ImGuiKey_None; } } bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); // Setup backend capabilities flags ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) bd->Display = display; // Create custom vertex declaration. // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. ALLEGRO_VERTEX_ELEMENT elems[] = { { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) }, { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) }, { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) }, { 0, 0, 0 } }; bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); #if ALLEGRO_HAS_CLIPBOARD io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; io.ClipboardUserData = NULL; #endif return true; } void ImGui_ImplAllegro5_Shutdown() { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAllegro5_InvalidateDeviceObjects(); if (bd->VertexDecl) al_destroy_vertex_decl(bd->VertexDecl); if (bd->ClipboardTextData) al_free(bd->ClipboardTextData); io.BackendPlatformUserData = NULL; io.BackendPlatformName = io.BackendRendererName = NULL; IM_DELETE(bd); } // ev->keyboard.modifiers seems always zero so using that... static void ImGui_ImplAllegro5_UpdateKeyModifiers() { ImGuiIO& io = ImGui::GetIO(); ALLEGRO_KEYBOARD_STATE keys; al_get_keyboard_state(&keys); io.AddKeyEvent(ImGuiKey_ModCtrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); io.AddKeyEvent(ImGuiKey_ModShift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); io.AddKeyEvent(ImGuiKey_ModAlt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); io.AddKeyEvent(ImGuiKey_ModSuper, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); switch (ev->type) { case ALLEGRO_EVENT_MOUSE_AXES: if (ev->mouse.display == bd->Display) { io.AddMousePosEvent(ev->mouse.x, ev->mouse.y); io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz); } return true; case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: case ALLEGRO_EVENT_MOUSE_BUTTON_UP: if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5) io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); return true; case ALLEGRO_EVENT_TOUCH_MOVE: if (ev->touch.display == bd->Display) io.AddMousePosEvent(ev->touch.x, ev->touch.y); return true; case ALLEGRO_EVENT_TOUCH_BEGIN: case ALLEGRO_EVENT_TOUCH_END: case ALLEGRO_EVENT_TOUCH_CANCEL: if (ev->touch.display == bd->Display && ev->touch.primary) io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); return true; case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: if (ev->mouse.display == bd->Display) io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); return true; case ALLEGRO_EVENT_KEY_CHAR: if (ev->keyboard.display == bd->Display) if (ev->keyboard.unichar != 0) io.AddInputCharacter((unsigned int)ev->keyboard.unichar); return true; case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_UP: if (ev->keyboard.display == bd->Display) { ImGui_ImplAllegro5_UpdateKeyModifiers(); ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode); io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN)); io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code) } return true; case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: if (ev->display.source == bd->Display) io.AddFocusEvent(false); return true; case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: if (ev->display.source == bd->Display) { io.AddFocusEvent(true); #if defined(ALLEGRO_UNSTABLE) al_clear_keyboard_state(bd->Display); #endif } return true; } return false; } static void ImGui_ImplAllegro5_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); } else { ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; switch (imgui_cursor) { case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; } al_set_system_mouse_cursor(bd->Display, cursor_id); } } void ImGui_ImplAllegro5_NewFrame() { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?"); if (!bd->Texture) ImGui_ImplAllegro5_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; w = al_get_display_width(bd->Display); h = al_get_display_height(bd->Display); io.DisplaySize = ImVec2((float)w, (float)h); // Setup time step double current_time = al_get_time(); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; // Setup mouse cursor shape ImGui_ImplAllegro5_UpdateMouseCursor(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_tables.cpp
.cpp
216,741
4,075
// dear imgui, v1.89 WIP // (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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in 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 // | TableDrawContextMenu() - draw right-click context menu //----------------------------------------------------------------------------- // - 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 is 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 _NoHostExtenY is set) // Y with ScrollX/ScrollY enabled: using a child window for scrolling // - outer_size.y < 0.0f -> Bottom-align. Not meaningful is 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 that 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 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 //----------------------------------------------------------------------------- // About overriding column sizing policy and width/weight with TableSetupColumn(): // We use a default parameter of 'init_width_or_weight == -1'. // - 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 full padding. //----------------------------------------------------------------------------- // 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 weight/widths. //----------------------------------------------------------------------------- // About using column width: // If a column is manual 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 only submit 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() return 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 #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" // System includes #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include <stddef.h> // intptr_t #else #include <stdint.h> // intptr_t #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 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-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 #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #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 && "Only 1..64 columns allowed!"); 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 rules may evolve. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const ImVec2 avail_size = GetContentRegionAvail(); ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); if (use_child_window && IsClippedEx(outer_rect, 0)) { ItemSize(outer_rect); return false; } // Acquire storage for the table ImGuiTable* table = g.Tables.GetOrAddByKey(id); const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; const ImGuiID instance_id = id + instance_no; const ImGuiTableFlags table_last_flags = table->Flags; if (instance_no > 0) IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same 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 table->ID = id; table->Flags = flags; table->InstanceCurrent = (ImS16)instance_no; table->LastFrameActive = g.FrameCount; table->OuterWindow = table->InnerWindow = outer_window; table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; temp_data->UserOuterSize = outer_size; if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no) table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); // 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 ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) SetNextWindowScroll(ImVec2(0.0f, 0.0f)); // Create scrolling region (without border and zero window padding) ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_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); } 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; } // Push a standardized ID for both child-using and not-child-using tables PushOverrideID(instance_id); // 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); // 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; table->CellPaddingY = g.Style.CellPadding.y; 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) : inner_window->ClipRect.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->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; table->IsUnfrozenRows = true; table->DeclColumnsCount = 0; // Using opaque colors facilitate overlapping elements of the grid table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); // Make table current g.CurrentTable = table; 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 ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) table->IsResetDisplayOrderRequest = true; // Mark as used 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->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 per number of nested tables // + 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 ImSpanAllocator<3> 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); 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); } // Apply queued resizing/reordering/hiding requests void ImGui::TableBeginApplyRequests(ImGuiTable* table) { // Handle resizing request // (We process this at the first TableBegin of the frame) // 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 the 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(). // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() 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; table->EnabledMaskByIndex = 0x00; table->EnabledMaskByDisplayOrder = 0x00; 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++; table->EnabledMaskByIndex |= (ImU64)1 << column_n; table->EnabledMaskByDisplayOrder |= (ImU64)1 << 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) 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). // 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 (!(table->EnabledMaskByIndex & ((ImU64)1 << 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 && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) 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_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); 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 (!(table->EnabledMaskByIndex & ((ImU64)1 << 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_FLOOR(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 = ImFloor(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 (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << 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; } ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); table->HoveredColumnBody = -1; 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 bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); // [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 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; table->VisibleMaskByIndex = 0x00; table->RequestOutputMaskByIndex = 0x00; 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]; column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); 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 ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) { // 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; } // Detect hovered column if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; // Lock start position column->MinX = offset_x; // Lock width based on start position and minimum/maximum width for this position float max_width = TableGetMaxColumnWidth(table, column_n); column->WidthGiven = ImMin(column->WidthGiven, max_width); 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. column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max column->ItemWidth = ImFloor(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) table->VisibleMaskByIndex |= ((ImU64)1 << 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; if (column->IsRequestOutput) table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); // Mark column as SkipItems (ignoring all items/layout) column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; if (column->IsSkipItems) IM_ASSERT(!is_visible); // Update status flags column->Flags |= ImGuiTableColumnFlags_IsEnabled; if (is_visible) column->Flags |= ImGuiTableColumnFlags_IsVisible; if (column->SortOrder != -1) column->Flags |= ImGuiTableColumnFlags_IsSorted; if (table->HoveredColumnBody == column_n) column->Flags |= ImGuiTableColumnFlags_IsHovered; // 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 column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; // Don't decrement auto-fit counters until container window got a chance to submit its items if (table->HostSkipItems == false) { 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++; } // [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 (g.IO.MousePos.x >= unused_x1) table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; } if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) table->Flags &= ~ImGuiTableFlags_Resizable; // [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->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); // [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->LastFirstRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; // [Part 11] Context menu if (TableBeginContextMenuPopup(table)) { TableDrawContextMenu(table); EndPopup(); } // [Part 13] Sanitize and build sort specs before we have a change 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); // 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->ClipRect.Min, inner_window->ClipRect.Max, false); } // Process hit-testing on resizing borders. Actual size change will be applied in EndTable() // - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise // - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets // overlapping the same area. 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 = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_y1 = table->OuterRect.Min.y; const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << 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); //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); KeepAliveID(column_id); bool hovered = false, held = false; bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); if (pressed && IsMouseDoubleClicked(0)) { TableSetColumnWidthAutoSingle(table, column_n); ClearActiveID(); held = hovered = 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; IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); // 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 axises 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; } // 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 (table->EnabledMaskByIndex & ((ImU64)1 << 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 + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); table->ResizedColumnNextWidth = new_width; } // Pop from id stack IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); 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) { EndChild(); } else { 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) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } 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_ScrollY) ? 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)); } 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; } // See "COLUMN 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; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); IM_ASSERT(table->IsLayoutLocked == false && "Need to call 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; TableSetupColumnFlags(table, column, flags); column->UserID = user_id; flags = column->Flags; // Initialize defaults column->InitStretchWeightOrWidth = init_width_or_weight; if (table->IsInitializing) { // Init width or weight if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) { if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) column->WidthRequest = init_width_or_weight; if (flags & ImGuiTableColumnFlags_WidthStretch) column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; // Disable auto-fit if an explicit width/weight has been specified if (init_width_or_weight > 0.0f) column->AutoFitQueue = 0x00; } // Init default visibility/sort state if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) column->IsUserEnabled = column->IsUserEnabledNextFrame = false; if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) { column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); } } // Store name (append with zero-terminator in contiguous buffer) column->NameOffset = -1; if (label != NULL && label[0] != 0) { column->NameOffset = (ImS16)table->ColumnsNames.size(); table->ColumnsNames.append(label, label + strlen(label) + 1); } } // [Public] void ImGui::TableSetupScrollFreeze(int columns, int rows) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); 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] // - 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; IM_ASSERT(table != NULL); if (!table) 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(const ImGuiTable* table, int column_n, int instance_no) { IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; return id; } // Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. int ImGui::TableGetHoveredColumn() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return -1; return (int)table->HoveredColumnBody; } void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(target != ImGuiTableBgTarget_None); 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 ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) 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->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->CellPaddingY * 2.0f; table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); // Disable output until user calls TableNextColumn() table->InnerWindow->SkipItems = true; } // [Internal] 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.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.IsSameLine = 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); // 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); if (table->CurrentRow == 0) TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1; const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); if (is_visible) { // 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 border_col = 0; const float border_size = TABLE_BORDER_SIZE; if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) if (table->Flags & ImGuiTableFlags_BordersInnerH) 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 | 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); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } } // Draw top border if (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), 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++) { ImGuiTableColumn* column = &table->Columns[column_n]; column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); } if (unfreeze_rows_actual) { IM_ASSERT(table->IsUnfrozenRows == false); table->IsUnfrozenRows = true; // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->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); IM_ASSERT(column_n >= 0 && table->ColumnsCount); 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->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; } // [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. int column_n = table->CurrentColumn; return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; } // [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) { 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->CellPaddingY; 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.CurrLineTextBaseOffset = table->RowTextBaseline; window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; 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; // To allow ImGuiListClipper to function we propagate our row height if (!column->IsEnabled) window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); window->SkipItems = column->IsSkipItems; if (column->IsSkipItems) { ImGuiContext& g = *GImGui; g.LastItemData.ID = 0; g.LastItemData.StatusFlags = 0; } 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 ImGuiContext& g = *GImGui; 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; // 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); table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); 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] //------------------------------------------------------------------------- // Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. float ImGui::TableGetMaxColumnWidth(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, TableGetMaxColumnWidth(table, column_n)); 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 support a single _trailing_ stretch column. // 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 quantity 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] // - 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; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); 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 || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +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; ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask; MergeGroup() { ChannelsCount = 0; } }; int merge_group_mask = 0x00; MergeGroup merge_groups[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 ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) 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 < IMGUI_TABLE_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); merge_group->ChannelsMask.SetBit(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; ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 132-bit of storage remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); remaining_mask.ClearBit(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); #if 0 GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); #endif remaining_count -= merge_group->ChannelsCount; for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) { // Copy + overwrite new clip rect if (!merge_group->ChannelsMask.TestBit(n)) continue; merge_group->ChannelsMask.ClearBit(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 (!remaining_mask.TestBit(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)); } } // 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 = table->InnerRect.Min.y; 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->LastFirstRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << 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. ImU32 col; float draw_y2; if (is_hovered || is_resized || is_frozen_separator) { draw_y2 = draw_y2_body; col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; } else { draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; } if (draw_y2 > draw_y1) inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, 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 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) // You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since // last call, or the first time. // 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; IM_ASSERT(table != NULL); if (!(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 (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 had 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 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 = column->SortDirection; } table->SortSpecs.Specs = sort_specs; table->SortSpecs.SpecsCount = table->SortSpecsCount; } //------------------------------------------------------------------------- // [SECTION] Tables: Headers //------------------------------------------------------------------------- // - TableGetHeaderRowHeight() [Internal] // - TableHeadersRow() // - TableHeader() //------------------------------------------------------------------------- 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... float row_height = GetTextLineHeight(); int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) { ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); } row_height += GetStyle().CellPadding.y * 2.0f; return row_height; } // [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 preceeded by Checkbox() or other custom widgets. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. // This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. void ImGui::TableHeadersRow() { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) if (!table->IsLayoutLocked) TableUpdateLayout(table); // Open row const float row_y1 = GetCursorScreenPos().y; const float row_height = TableGetHeaderRowHeight(); TableNextRow(ImGuiTableRowFlags_Headers, row_height); 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 unnamed labels (generally accidental, but let's behave nicely with them) // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(table->InstanceCurrent * table->ColumnsCount + 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(-1); // 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; IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); 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->CellPaddingY * 2.0f); // Calculate ideal size for sort order arrow float w_arrow = 0.0f; float w_sort_text = 0.0f; char sort_order_suf[4] = ""; const float ARROW_SCALE = 0.65f; if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); 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 considering for merging. float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); // Keep header highlighted when context menu is open. const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); 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 AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); if (g.ActiveId != id) SetItemAllowOverlap(); if (held || hovered || selected) { 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); } RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_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 = cell_r.Max.x - w_arrow - w_sort_text; 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, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) SetTooltip("%.*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); } //------------------------------------------------------------------------- // [SECTION] Tables: Context Menu //------------------------------------------------------------------------- // - TableOpenContextMenu() [Internal] // - TableDrawContextMenu() [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? void ImGui::TableDrawContextMenu(ImGuiTable* table) { 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 (table->Flags & ImGuiTableFlags_Resizable) { if (column != NULL) { const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) TableSetColumnWidthAutoSingle(table, column_n); } const char* size_all_desc; if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) size_all_desc = "Size all columns to fit###SizeAll"; // All fixed else size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed if (MenuItem(size_all_desc, NULL)) TableSetColumnWidthAutoAll(table); want_separator = true; } // Ordering if (table->Flags & ImGuiTableFlags_Reorderable) { if (MenuItem("Reset order", 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 ((table->Flags & 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 (table->Flags & ImGuiTableFlags_Hideable) { if (want_separator) Separator(); want_separator = true; PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); 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 = "<Unknown>"; // 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; // 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; column->AutoFitQueue = 0x00; } if (settings->SaveFlags & ImGuiTableFlags_Reorderable) column->DisplayOrder = column_settings->DisplayOrder; else column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; 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; if (!save_size && !save_visible && !save_order && !save_sort) continue; 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: shouldn't have to leak into user performing a sort 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<ImGuiTableSettings> 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) { char buf[512]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(table, "%s", buf); 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) ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); 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); //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); 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_WIDTH = 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 + COLUMNS_HIT_RECT_HALF_WIDTH - 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; 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 = ImFloor(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_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } 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_FLOOR(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_FLOOR(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 = COLUMNS_HIT_RECT_HALF_WIDTH; const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); KeepAliveID(column_id); if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test continue; bool hovered = false, held = false; if (!(flags & ImGuiOldColumnFlags_NoResize)) { ButtonBehavior(column_hit_rect, column_id, &hovered, &held); if (hovered || held) g.MouseCursor = 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_FLOOR(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_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); } void ImGui::Columns(int columns_count, const char* id, bool border) { ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); ImGuiOldColumnFlags flags = (border ? 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
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx10.h
.h
1,426
27
// dear imgui: Renderer Backend for DirectX10 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API struct ID3D10Device; IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_glut.h
.h
2,893
40
// dear imgui: Platform Backend for GLUT/FreeGLUT // This needs to be used along with a Renderer (e.g. OpenGL2) // !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! // !!! Nowadays, prefer using GLFW or SDL instead! // Implemented features: // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); // You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, // or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. //---------------------------------------- GLUT name --------------------------------------------- Decent Name --------- IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_sdl.cpp
.cpp
47,893
941
// dear imgui: Platform Backend for SDL2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // (Prefer SDL 2.0.5+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features: // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. // 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). // 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) // 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. // 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. // 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" #include "imgui_impl_sdl.h" // SDL // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) #include <SDL.h> #include <SDL_syswm.h> #if defined(__APPLE__) #include <TargetConditionals.h> #endif #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 #else #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #endif #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #if !SDL_HAS_VULKAN static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif // SDL Data struct ImGui_ImplSDL2_Data { SDL_Window* Window; SDL_Renderer* Renderer; Uint64 Time; Uint32 MouseWindowID; int MouseButtonsDown; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; int PendingMouseLeaveFrame; char* ClipboardTextData; bool MouseCanUseGlobalState; bool UseVulkan; ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } // Forward Declarations static void ImGui_ImplSDL2_UpdateMonitors(); static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context); static void ImGui_ImplSDL2_ShutdownPlatformInterface(); // Functions static const char* ImGui_ImplSDL2_GetClipboardText(void*) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); bd->ClipboardTextData = SDL_GetClipboardText(); return bd->ClipboardTextData; } static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) { switch (keycode) { case SDLK_TAB: return ImGuiKey_Tab; case SDLK_LEFT: return ImGuiKey_LeftArrow; case SDLK_RIGHT: return ImGuiKey_RightArrow; case SDLK_UP: return ImGuiKey_UpArrow; case SDLK_DOWN: return ImGuiKey_DownArrow; case SDLK_PAGEUP: return ImGuiKey_PageUp; case SDLK_PAGEDOWN: return ImGuiKey_PageDown; case SDLK_HOME: return ImGuiKey_Home; case SDLK_END: return ImGuiKey_End; case SDLK_INSERT: return ImGuiKey_Insert; case SDLK_DELETE: return ImGuiKey_Delete; case SDLK_BACKSPACE: return ImGuiKey_Backspace; case SDLK_SPACE: return ImGuiKey_Space; case SDLK_RETURN: return ImGuiKey_Enter; case SDLK_ESCAPE: return ImGuiKey_Escape; case SDLK_QUOTE: return ImGuiKey_Apostrophe; case SDLK_COMMA: return ImGuiKey_Comma; case SDLK_MINUS: return ImGuiKey_Minus; case SDLK_PERIOD: return ImGuiKey_Period; case SDLK_SLASH: return ImGuiKey_Slash; case SDLK_SEMICOLON: return ImGuiKey_Semicolon; case SDLK_EQUALS: return ImGuiKey_Equal; case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; case SDLK_BACKSLASH: return ImGuiKey_Backslash; case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; case SDLK_PAUSE: return ImGuiKey_Pause; case SDLK_KP_0: return ImGuiKey_Keypad0; case SDLK_KP_1: return ImGuiKey_Keypad1; case SDLK_KP_2: return ImGuiKey_Keypad2; case SDLK_KP_3: return ImGuiKey_Keypad3; case SDLK_KP_4: return ImGuiKey_Keypad4; case SDLK_KP_5: return ImGuiKey_Keypad5; case SDLK_KP_6: return ImGuiKey_Keypad6; case SDLK_KP_7: return ImGuiKey_Keypad7; case SDLK_KP_8: return ImGuiKey_Keypad8; case SDLK_KP_9: return ImGuiKey_Keypad9; case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; case SDLK_LCTRL: return ImGuiKey_LeftCtrl; case SDLK_LSHIFT: return ImGuiKey_LeftShift; case SDLK_LALT: return ImGuiKey_LeftAlt; case SDLK_LGUI: return ImGuiKey_LeftSuper; case SDLK_RCTRL: return ImGuiKey_RightCtrl; case SDLK_RSHIFT: return ImGuiKey_RightShift; case SDLK_RALT: return ImGuiKey_RightAlt; case SDLK_RGUI: return ImGuiKey_RightSuper; case SDLK_APPLICATION: return ImGuiKey_Menu; case SDLK_0: return ImGuiKey_0; case SDLK_1: return ImGuiKey_1; case SDLK_2: return ImGuiKey_2; case SDLK_3: return ImGuiKey_3; case SDLK_4: return ImGuiKey_4; case SDLK_5: return ImGuiKey_5; case SDLK_6: return ImGuiKey_6; case SDLK_7: return ImGuiKey_7; case SDLK_8: return ImGuiKey_8; case SDLK_9: return ImGuiKey_9; case SDLK_a: return ImGuiKey_A; case SDLK_b: return ImGuiKey_B; case SDLK_c: return ImGuiKey_C; case SDLK_d: return ImGuiKey_D; case SDLK_e: return ImGuiKey_E; case SDLK_f: return ImGuiKey_F; case SDLK_g: return ImGuiKey_G; case SDLK_h: return ImGuiKey_H; case SDLK_i: return ImGuiKey_I; case SDLK_j: return ImGuiKey_J; case SDLK_k: return ImGuiKey_K; case SDLK_l: return ImGuiKey_L; case SDLK_m: return ImGuiKey_M; case SDLK_n: return ImGuiKey_N; case SDLK_o: return ImGuiKey_O; case SDLK_p: return ImGuiKey_P; case SDLK_q: return ImGuiKey_Q; case SDLK_r: return ImGuiKey_R; case SDLK_s: return ImGuiKey_S; case SDLK_t: return ImGuiKey_T; case SDLK_u: return ImGuiKey_U; case SDLK_v: return ImGuiKey_V; case SDLK_w: return ImGuiKey_W; case SDLK_x: return ImGuiKey_X; case SDLK_y: return ImGuiKey_Y; case SDLK_z: return ImGuiKey_Z; case SDLK_F1: return ImGuiKey_F1; case SDLK_F2: return ImGuiKey_F2; case SDLK_F3: return ImGuiKey_F3; case SDLK_F4: return ImGuiKey_F4; case SDLK_F5: return ImGuiKey_F5; case SDLK_F6: return ImGuiKey_F6; case SDLK_F7: return ImGuiKey_F7; case SDLK_F8: return ImGuiKey_F8; case SDLK_F9: return ImGuiKey_F9; case SDLK_F10: return ImGuiKey_F10; case SDLK_F11: return ImGuiKey_F11; case SDLK_F12: return ImGuiKey_F12; } return ImGuiKey_None; } static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) { ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0); io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0); } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); switch (event->type) { case SDL_MOUSEMOTION: { ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { int window_x, window_y; SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); mouse_pos.x += window_x; mouse_pos.y += window_y; } io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); return true; } case SDL_MOUSEWHEEL: { float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f; float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f; io.AddMouseWheelEvent(wheel_x, wheel_y); return true; } case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { int mouse_button = -1; if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } if (mouse_button == -1) break; io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); return true; } case SDL_TEXTINPUT: { io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. return true; } case SDL_WINDOWEVENT: { // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. // - However we won't get a correct LEAVE event for a captured window. // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. Uint8 window_event = event->window.event; if (window_event == SDL_WINDOWEVENT_ENTER) { bd->MouseWindowID = event->window.windowID; bd->PendingMouseLeaveFrame = 0; } if (window_event == SDL_WINDOWEVENT_LEAVE) bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) io.AddFocusEvent(true); else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) io.AddFocusEvent(false); if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) { if (window_event == SDL_WINDOWEVENT_CLOSE) viewport->PlatformRequestClose = true; if (window_event == SDL_WINDOWEVENT_MOVED) viewport->PlatformRequestMove = true; if (window_event == SDL_WINDOWEVENT_RESIZED) viewport->PlatformRequestResize = true; return true; } return true; } } return false; } static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); // Check and store if we are on a SDL backend that supports global mouse position // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) bool mouse_can_use_global_state = false; #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE const char* sdl_backend = SDL_GetCurrentVideoDriver(); const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) mouse_can_use_global_state = true; #endif // Setup backend capabilities flags ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_sdl"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) if (mouse_can_use_global_state) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) #ifndef __APPLE__ if (mouse_can_use_global_state) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional) #endif bd->Window = window; bd->Renderer = renderer; bd->MouseCanUseGlobalState = mouse_can_use_global_state; io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.ClipboardUserData = NULL; // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); // Set platform dependent data in viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)window; SDL_SysWMinfo info; SDL_VERSION(&info.version); if (SDL_GetWindowWMInfo(window, &info)) { #ifdef _WIN32 main_viewport->PlatformHandleRaw = (void*)info.info.win.window; #elif defined(__APPLE__) main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; #endif } // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); #endif // Update monitors ImGui_ImplSDL2_UpdateMonitors(); // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)) ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context); return true; } bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context); } bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) { #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif if (!ImGui_ImplSDL2_Init(window, NULL, NULL)) return false; ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); bd->UseVulkan = true; return true; } bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) { #if !defined(_WIN32) IM_ASSERT(0 && "Unsupported"); #endif return ImGui_ImplSDL2_Init(window, NULL, NULL); } bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) { return ImGui_ImplSDL2_Init(window, NULL, NULL); } bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) { return ImGui_ImplSDL2_Init(window, renderer, NULL); } void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDL2_ShutdownPlatformInterface(); if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(bd->MouseCursors[cursor_n]); io.BackendPlatformName = NULL; io.BackendPlatformUserData = NULL; IM_DELETE(bd); } // This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL2_UpdateMouseData() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE); SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window))); #else SDL_Window* focused_window = bd->Window; const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only #endif if (is_app_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) if (io.WantSetMousePos) { #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); else #endif SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); } // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) { // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) int mouse_x, mouse_y, window_x, window_y; SDL_GetGlobalMouseState(&mouse_x, &mouse_y); if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) { SDL_GetWindowPosition(focused_window, &window_x, &window_y); mouse_x -= window_x; mouse_y -= window_y; } io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported // by the backend, and use its flawed heuristic to guess the viewport behind. // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) { ImGuiID mouse_viewport_id = 0; if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID)) if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window)) mouse_viewport_id = mouse_viewport->ID; io.AddMouseViewportEvent(mouse_viewport_id); } } static void ImGui_ImplSDL2_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return; ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor SDL_ShowCursor(SDL_FALSE); } else { // Show OS mouse cursor SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); SDL_ShowCursor(SDL_TRUE); } } static void ImGui_ImplSDL2_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; // Get gamepad io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; SDL_GameController* game_controller = SDL_GameControllerOpen(0); if (!game_controller) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; // Update gamepad inputs #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); #undef MAP_BUTTON #undef MAP_ANALOG } // FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes static void ImGui_ImplSDL2_UpdateMonitors() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Monitors.resize(0); int display_count = SDL_GetNumVideoDisplays(); for (int n = 0; n < display_count; n++) { // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. ImGuiPlatformMonitor monitor; SDL_Rect r; SDL_GetDisplayBounds(n, &r); monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); #if SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_GetDisplayUsableBounds(n, &r); monitor.WorkPos = ImVec2((float)r.x, (float)r.y); monitor.WorkSize = ImVec2((float)r.w, (float)r.h); #endif #if SDL_HAS_PER_MONITOR_DPI // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set // DpiScale to cocoa_window.backingScaleFactor here. float dpi = 0.0f; if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL)) monitor.DpiScale = dpi / 96.0f; #endif platform_io.Monitors.push_back(monitor); } } void ImGui_ImplSDL2_NewFrame() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) int w, h; int display_w, display_h; SDL_GetWindowSize(bd->Window, &w, &h); if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) w = h = 0; if (bd->Renderer != NULL) SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); else SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) static Uint64 frequency = SDL_GetPerformanceFrequency(); Uint64 current_time = SDL_GetPerformanceCounter(); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) { bd->MouseWindowID = 0; bd->PendingMouseLeaveFrame = 0; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } ImGui_ImplSDL2_UpdateMouseData(); ImGui_ImplSDL2_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplSDL2_UpdateGamepads(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplSDL2_ViewportData { SDL_Window* Window; Uint32 WindowID; bool WindowOwned; SDL_GLContext GLContext; ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; } ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); } }; static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); viewport->PlatformUserData = vd; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; // Share GL resources with main context bool use_opengl = (main_viewport_data->GLContext != NULL); SDL_GLContext backup_context = NULL; if (use_opengl) { backup_context = SDL_GL_GetCurrentContext(); SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); } Uint32 sdl_flags = 0; sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; sdl_flags |= SDL_WINDOW_HIDDEN; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; #if !defined(_WIN32) // See SDL hack in ImGui_ImplSDL2_ShowWindow(). sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; #endif #if SDL_HAS_ALWAYS_ON_TOP sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; #endif vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); vd->WindowOwned = true; if (use_opengl) { vd->GLContext = SDL_GL_CreateContext(vd->Window); SDL_GL_SetSwapInterval(0); } if (use_opengl && backup_context) SDL_GL_MakeCurrent(vd->Window, backup_context); viewport->PlatformHandle = (void*)vd->Window; SDL_SysWMinfo info; SDL_VERSION(&info.version); if (SDL_GetWindowWMInfo(vd->Window, &info)) { #if defined(_WIN32) viewport->PlatformHandleRaw = info.info.win.window; #elif defined(__APPLE__) viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; #endif } } static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) { if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) { if (vd->GLContext && vd->WindowOwned) SDL_GL_DeleteContext(vd->GLContext); if (vd->Window && vd->WindowOwned) SDL_DestroyWindow(vd->Window); vd->GLContext = NULL; vd->Window = NULL; IM_DELETE(vd); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; #if defined(_WIN32) HWND hwnd = (HWND)viewport->PlatformHandleRaw; // SDL hack: Hide icon from task bar // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) { LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); ex_style &= ~WS_EX_APPWINDOW; ex_style |= WS_EX_TOOLWINDOW; ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); } // SDL hack: SDL always activate/focus windows :/ if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) { ::ShowWindow(hwnd, SW_SHOWNA); return; } #endif SDL_ShowWindow(vd->Window); } static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; int x = 0, y = 0; SDL_GetWindowPosition(vd->Window, &x, &y); return ImVec2((float)x, (float)y); } static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); } static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; int w = 0, h = 0; SDL_GetWindowSize(vd->Window, &w, &h); return ImVec2((float)w, (float)h); } static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); } static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowTitle(vd->Window, title); } #if SDL_HAS_WINDOW_ALPHA static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_SetWindowOpacity(vd->Window, alpha); } #endif static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; SDL_RaiseWindow(vd->Window); } static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; } static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; } static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; if (vd->GLContext) SDL_GL_MakeCurrent(vd->Window, vd->GLContext); } static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; if (vd->GLContext) { SDL_GL_MakeCurrent(vd->Window, vd->GLContext); SDL_GL_SwapWindow(vd->Window); } } // Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) // SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this. #if SDL_HAS_VULKAN #include <SDL_vulkan.h> static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) { ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; (void)vk_allocator; SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY } #endif // SDL_HAS_VULKAN static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context) { // Register platform interface (will be coupled with a renderer interface) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; #if SDL_HAS_WINDOW_ALPHA platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; #endif #if SDL_HAS_VULKAN platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; #endif // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); vd->Window = window; vd->WindowID = SDL_GetWindowID(window); vd->WindowOwned = false; vd->GLContext = sdl_gl_context; main_viewport->PlatformUserData = vd; main_viewport->PlatformHandle = vd->Window; } static void ImGui_ImplSDL2_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx12.h
.h
2,496
40
// dear imgui: Renderer Backend for DirectX12 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // See imgui_impl_dx12.cpp file for details. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API #include <dxgiformat.h> // DXGI_FORMAT struct ID3D12Device; struct ID3D12DescriptorHeap; struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; // cmd_list is the command list that the implementation will use to render imgui draw lists. // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_android.h
.h
1,857
29
// dear imgui: Platform Binding for Android native app // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // Implemented features: // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // Missing features: // [ ] Platform: Clipboard support. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) // - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once struct ANativeWindow; struct AInputEvent; IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event); IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx9.cpp
.cpp
25,639
541
// dear imgui: Renderer Backend for DirectX9 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. #include "imgui.h" #include "imgui_impl_dx9.h" // DirectX #include <d3d9.h> // DirectX data struct ImGui_ImplDX9_Data { LPDIRECT3DDEVICE9 pd3dDevice; LPDIRECT3DVERTEXBUFFER9 pVB; LPDIRECT3DINDEXBUFFER9 pIB; LPDIRECT3DTEXTURE9 FontTexture; int VertexBufferSize; int IndexBufferSize; ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; struct CUSTOMVERTEX { float pos[3]; D3DCOLOR col; float uv[2]; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) #else #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) #endif // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Forward Declarations static void ImGui_ImplDX9_InitPlatformInterface(); static void ImGui_ImplDX9_ShutdownPlatformInterface(); static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); // Functions static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); // Setup viewport D3DVIEWPORT9 vp; vp.X = vp.Y = 0; vp.Width = (DWORD)draw_data->DisplaySize.x; vp.Height = (DWORD)draw_data->DisplaySize.y; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; bd->pd3dDevice->SetViewport(&vp); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. bd->pd3dDevice->SetPixelShader(NULL); bd->pd3dDevice->SetVertexShader(NULL); bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() { float L = draw_data->DisplayPos.x + 0.5f; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; float T = draw_data->DisplayPos.y + 0.5f; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; D3DMATRIX mat_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 } } }; D3DMATRIX mat_projection = { { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f, 0.0f, 2.0f/(T-B), 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f } } }; bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); } } // Render function. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; // Create and grow buffers if needed ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0) return; } // Backup the DX9 state IDirect3DStateBlock9* d3d9_state_block = NULL; if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; if (d3d9_state_block->Capture() < 0) { d3d9_state_block->Release(); return; } // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) { d3d9_state_block->Release(); return; } if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) { bd->pVB->Unlock(); d3d9_state_block->Release(); return; } // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } 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->pos[0] = vtx_src->pos.x; vtx_dst->pos[1] = vtx_src->pos.y; vtx_dst->pos[2] = 0.0f; vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); vtx_dst->uv[0] = vtx_src->uv.x; vtx_dst->uv[1] = vtx_src->uv.y; vtx_dst++; vtx_src++; } memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); idx_dst += cmd_list->IdxBuffer.Size; } bd->pVB->Unlock(); bd->pIB->Unlock(); bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); bd->pd3dDevice->SetIndices(bd->pIB); bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup desired DX state ImGui_ImplDX9_SetupRenderState(draw_data); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplDX9_SetupRenderState(draw_data); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply Scissor/clipping rectangle, Bind texture, Draw const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); bd->pd3dDevice->SetTexture(0, texture); bd->pd3dDevice->SetScissorRect(&r); bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) if (global_vtx_offset == 0) bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); // Restore the DX9 transform bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); // Restore the DX9 state d3d9_state_block->Apply(); d3d9_state_block->Release(); } bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) bd->pd3dDevice = device; bd->pd3dDevice->AddRef(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX9_InitPlatformInterface(); return true; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX9_ShutdownPlatformInterface(); ImGui_ImplDX9_InvalidateDeviceObjects(); if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) { ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) *dst = IMGUI_COL_TO_DX9_ARGB(*src); pixels = (unsigned char*)dst_start; } #endif // Upload texture to graphics system bd->FontTexture = NULL; if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0) return false; D3DLOCKED_RECT tex_locked_rect; if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) return false; for (int y = 0; y < height; y++) memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); bd->FontTexture->UnlockRect(0); // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->FontTexture); #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) ImGui::MemFree(pixels); #endif return true; } bool ImGui_ImplDX9_CreateDeviceObjects() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); return true; } void ImGui_ImplDX9_InvalidateDeviceObjects() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return; if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); } void ImGui_ImplDX9_NewFrame() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?"); if (!bd->FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplDX9_ViewportData { IDirect3DSwapChain9* SwapChain; D3DPRESENT_PARAMETERS d3dpp; ImGui_ImplDX9_ViewportData() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == NULL); } }; static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); viewport->RendererUserData = vd; // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; IM_ASSERT(hwnd != 0); ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); vd->d3dpp.Windowed = TRUE; vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; vd->d3dpp.hDeviceWindow = hwnd; vd->d3dpp.EnableAutoDepthStencil = FALSE; vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); IM_ASSERT(hr == D3D_OK); IM_ASSERT(vd->SwapChain != NULL); } static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) { // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) { if (vd->SwapChain) vd->SwapChain->Release(); vd->SwapChain = NULL; ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); IM_DELETE(vd); } viewport->RendererUserData = NULL; } static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; if (vd->SwapChain) { vd->SwapChain->Release(); vd->SwapChain = NULL; vd->d3dpp.BackBufferWidth = (UINT)size.x; vd->d3dpp.BackBufferHeight = (UINT)size.y; HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); IM_ASSERT(hr == D3D_OK); } } static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); LPDIRECT3DSURFACE9 render_target = NULL; LPDIRECT3DSURFACE9 last_render_target = NULL; LPDIRECT3DSURFACE9 last_depth_stencil = NULL; vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); bd->pd3dDevice->GetRenderTarget(0, &last_render_target); bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); bd->pd3dDevice->SetRenderTarget(0, render_target); bd->pd3dDevice->SetDepthStencilSurface(NULL); if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) { D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); bd->pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); } ImGui_ImplDX9_RenderDrawData(viewport->DrawData); // Restore render target bd->pd3dDevice->SetRenderTarget(0, last_render_target); bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); render_target->Release(); last_render_target->Release(); if (last_depth_stencil) last_depth_stencil->Release(); } static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) { ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; HRESULT hr = vd->SwapChain->Present(NULL, NULL, vd->d3dpp.hDeviceWindow, NULL, 0); // Let main application handle D3DERR_DEVICELOST by resetting the device. IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST); } static void ImGui_ImplDX9_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; } static void ImGui_ImplDX9_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int i = 1; i < platform_io.Viewports.Size; i++) if (!platform_io.Viewports[i]->RendererUserData) ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]); } static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int i = 1; i < platform_io.Viewports.Size; i++) if (platform_io.Viewports[i]->RendererUserData) ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_widgets.cpp
.cpp
424,755
8,577
// dear imgui, v1.89 WIP // (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: 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 #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" // System includes #include <ctype.h> // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include <stddef.h> // intptr_t #else #include <stdint.h> // intptr_t #endif //------------------------------------------------------------------------- // 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-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 #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #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 //------------------------------------------------------------------------- // 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(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** 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 + strlen(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*)memchr(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*)memchr(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*)memchr(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; // FIXME-OPT: Handle the %s shortcut? 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); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else 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]); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else 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; bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set if (need_backup) PushTextWrapPos(0.0f); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else TextV(fmt, args); if (need_backup) PopTextWrapPos(); } 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() //------------------------------------------------------------------------- // 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 ImGuiButtonFlags_Repeat 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 //------------------------------------------------------------------------------------------------------------------------------------------------- bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); // Default only reacts to left mouse button if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) flags |= ImGuiButtonFlags_MouseButtonDefault_; // Default behavior requires click + release inside bounding box if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; if (flatten_hovered_children) g.HoveredWindow = window; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0 && g.LastItemData.ID != id) IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); #endif bool pressed = false; bool hovered = ItemHoverable(bb, id); // Drag source doesn't report as hovered if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) hovered = false; // Special mode for Drag and Drop where holding button pressed for a long time while dragging another 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; // 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. if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; // Mouse handling if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { // Poll buttons int mouse_button_clicked = -1; if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } if (mouse_button_clicked != -1 && g.ActiveId != id) { if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); FocusWindow(window); } 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 if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; FocusWindow(window); } } if (flags & ImGuiButtonFlags_PressedOnRelease) { int mouse_button_released = -1; if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } if (mouse_button_released != -1) { const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && 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); 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 && (flags & ImGuiButtonFlags_Repeat)) if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) pressed = true; } if (pressed) g.NavDisableHighlight = true; } // Gamepad/Keyboard navigation // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) 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 && (flags & ImGuiButtonFlags_Repeat)) { // Avoid pressing both keys from triggering double amount of repeat events const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate); const float t1 = ImMax(key1->DownDuration, key2->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 = ImGuiInputSource_Nav; if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); } } // 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; IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); if (g.IO.MouseDown[mouse_button]) { 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 = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release> if (!is_double_click_release && !is_repeating_already) pressed = true; } ClearActiveID(); } if (!(flags & ImGuiButtonFlags_NoNavFocus)) g.NavDisableHighlight = true; } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { // When activated using Nav, we hold on the ActiveID until activation button is released if (g.NavActivateDownId != id) ClearActiveID(); } if (pressed) g.ActiveIdHasBeenPressedBefore = 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; if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; 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); RenderNavHighlight(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)) return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); 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; if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; 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); RenderNavHighlight(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) + g.Style.FramePadding * 2.0f); 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(ImFloor(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 regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); if (is_clipped) return pressed; // Render // FIXME: Clarify this mess ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); return pressed; } // The Collapse button also functions as a Dock Menu button. bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); ItemAdd(bb, id); bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); // Render //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); if (hovered || held) window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); if (dock_node) RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); else RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, 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)) StartMouseMovingWindowOrNode(window, dock_node, true); 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) { const ImRect outer_rect = window->Rect(); const ImRect inner_rect = window->InnerRect; const float border_size = window->WindowBorderSize; 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); if (axis == ImGuiAxis_X) return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); else return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); } 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_avail = 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_avail, (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_avail_v, ImS64 size_contents_v, ImDrawFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; KeepAliveID(id); 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 < g.FontSize + g.Style.FramePadding.y * 2.0f) alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); 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_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((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_avail_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_avail_v), (ImS64)1); const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, 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; ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_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); SetHoveredID(id); bool seek_absolute = false; if (g.ActiveIdIsJustActivated) { // On initial click calculate the distance between mouse and the center of the grab seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); if (seek_absolute) g.ScrollbarClickDeltaToGrabCenter = 0.0f; else g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // 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 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); // 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 seeked 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, 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; } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); if (border_col.w > 0.0f) bb.Max += ImVec2(2, 2); ItemSize(bb); if (!ItemAdd(bb, 0)) return; if (border_col.w > 0.0f) { window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); } else { window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); } } // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& 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 false; const ImVec2 padding = g.Style.FramePadding; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, id)) return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(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(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& 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), user_texture_id, size, uv0, uv1, bg_col, tint_col); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy API obsoleted in 1.89. Two differences with new ImageButton() // - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) // - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. // If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. 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) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; // Default to using texture ID as ID. User can still push string/integer prefixes. PushID((void*)(intptr_t)user_texture_id); const ImGuiID id = window->GetID("#image"); PopID(); if (frame_padding >= 0) PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); if (frame_padding >= 0) PopStyleVar(); 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); if (!ItemAdd(total_bb, id)) { IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; } bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); if (pressed) { *v = !(*v); MarkItemEdited(id); } const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(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); bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; 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_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(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_FLOOR(square_sz / 6.0f)); RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } 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 (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<typename T> 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; ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; pressed = Checkbox(label, &all_on); g.CurrentItemFlags = backup_item_flags; } 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); RenderNavHighlight(total_bb, id); window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } if (style.FrameBorderSize > 0.0f) { window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, 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<T> 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; // Render fraction = ImSaturate(fraction); RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); // Default displaying the fraction as percentage string, but user can override it char overlay_buf[32]; 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) RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.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); } //------------------------------------------------------------------------- // [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 void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { 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 float thickness_draw = 1.0f; float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. 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_draw, y2)); ItemSize(ImVec2(thickness_layout, 0.0f)); if (!ItemAdd(bb, 0)) return; // Draw window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) LogText(" |"); } else if (flags & ImGuiSeparatorFlags_Horizontal) { // Horizontal Separator float x1 = window->Pos.x; float x2 = window->Pos.x + window->Size.x; // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) x1 += window->DC.Indent.x; // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, // need to introduce a variant of WorkRect for that purpose. (#4787) if (ImGuiTable* table = g.CurrentTable) { x1 = table->Columns[table->CurrentColumn].MinX; x2 = table->Columns[table->CurrentColumn].MaxX; } ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) 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 ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); ItemSize(ImVec2(0.0f, thickness_layout)); const bool item_visible = ItemAdd(bb, 0); if (item_visible) { // Draw window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), 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 overridable by the user ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. SeparatorEx(flags); } // 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; const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; bool item_add = ItemAdd(bb, id); g.CurrentItemFlags = item_flags_backup; if (!item_add) return false; 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, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); if (hovered) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb if (g.ActiveId != id) SetItemAllowOverlap(); 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) { ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; // 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) { if (mouse_delta < 0.0f) IM_ASSERT(*size1 + mouse_delta >= min_size1); if (mouse_delta > 0.0f) IM_ASSERT(*size2 - mouse_delta >= min_size2); *size1 += mouse_delta; *size2 -= mouse_delta; 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) { if (count == 1) { if (items[0].Width >= 0.0f) items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); return; } ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); int count_same_width = 1; while (width_excess > 0.0f && 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); if (max_width_to_remove_per_item <= 0.0f) break; float 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++) items[item_n].Width -= width_to_remove_per_item; width_excess -= width_to_remove_per_item * count_same_width; } // 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 = ImFloor(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; n++) if (items[n].Width + 1.0f <= items[n].InitialWidth) { items[n].Width += 1.0f; width_excess -= 1.0f; } } //------------------------------------------------------------------------- // [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.Flags; 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 const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : 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); RenderNavHighlight(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.Flags = 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.Flags & 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; SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); } // This is essentially a specialized version of BeginPopupEx() char name[16]; ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // 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; PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // 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; } return true; } void ImGui::EndCombo() { EndPopup(); } // 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 || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result 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.Contains(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 bool Items_ArrayGetter(void* data, int idx, const char** out_text) { const char* const* items = (const char* const*)data; if (out_text) *out_text = items[idx]; return true; } // Getter for the old Combo() API: "item1\0item2\0item3\0" static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) { // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. 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 += strlen(p) + 1; items_count++; } if (!*p) return false; if (out_text) *out_text = p; return true; } // Old API, prefer using BeginCombo() nowadays if you can. bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* 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) items_getter(data, *current_item, &preview_value); // 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.Flags & 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 // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) bool value_changed = false; for (int i = 0; i < items_count; i++) { PushID(i); const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) item_text = "*Unknown item*"; if (Selectable(item_text, item_selected)) { 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 += strlen(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; } //------------------------------------------------------------------------- // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- // - PatchFormatStringFloatToInt() // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() // - 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 }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); // FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". // Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. // To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! static const char* PatchFormatStringFloatToInt(const char* fmt) { if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. return "%d"; const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). if (fmt_end > fmt_start && fmt_end[-1] == 'f') { #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (fmt_start == fmt && fmt_end[0] == 0) return "%d"; const char* tmp_format; ImFormatStringToTempBuffer(&tmp_format, NULL, "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. return tmp_format; #else IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" #endif } return fmt; } 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) { while (ImCharIsBlankA(*buf)) buf++; if (!buf[0]) return false; // 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); ImGuiDataTypeTempStorage data_backup; memcpy(&data_backup, p_data, type_info->Size); // 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 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<typename T> 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<ImS8 >((const ImS8* )arg_1, (const ImS8* )arg_2); case ImGuiDataType_U8: return DataTypeCompareT<ImU8 >((const ImU8* )arg_1, (const ImU8* )arg_2); case ImGuiDataType_S16: return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2); case ImGuiDataType_U16: return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2); case ImGuiDataType_S32: return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2); case ImGuiDataType_U32: return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2); case ImGuiDataType_S64: return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2); case ImGuiDataType_U64: return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2); case ImGuiDataType_Float: return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2); case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return 0; } template<typename T> 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 >((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); case ImGuiDataType_U8: return DataTypeClampT<ImU8 >((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); case ImGuiDataType_S16: return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); case ImGuiDataType_U16: return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); case ImGuiDataType_S32: return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); case ImGuiDataType_U32: return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); case ImGuiDataType_S64: return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); case ImGuiDataType_U64: return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); case ImGuiDataType_Float: return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max); case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } 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<typename TYPE> 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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE> 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_clamped = (v_min < v_max); 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_clamped && (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) adjust_delta *= 1.0f / 100.0f; if (g.IO.KeyShift) adjust_delta *= 10.0f; } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { 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 = tweak_slow ? 1.0f / 1.0f : 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. bool is_just_activated = g.ActiveIdIsJustActivated; bool is_already_past_limits_and_pushing_outward = is_clamped && ((*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<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE>(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<TYPE, SIGNEDTYPE, FLOATTYPE>(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; // Clamp values (+ handle overflow/wrap-around for integer types) if (*v != v_cur && is_clamped) { 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 '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_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) ClearActiveID(); } if (g.ActiveId != id) return false; if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) { case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(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<ImU32, ImS32, float>(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<ImS32, ImS32, float>(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<ImU32, ImS32, float>(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<ImS32, ImS32, float >(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<ImU32, ImS32, float >(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<ImS64, ImS64, double>(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<ImU64, ImS64, double>(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<float, float, float >(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<double,double,double>(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; else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { // Tabbing or CTRL-clicking on Drag turns it into an InputText const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id); if (make_active && temp_input_allowed) if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) 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 = g.NavActivateInputId = id; g.NavActivateFlags = ImGuiActivateFlags_PreferInput; temp_input_is_active = true; } 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_AlwaysClamp is set const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(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); 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; } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. 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, float power) { ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); } 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, float power) { ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); } #endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS //------------------------------------------------------------------------- // [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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE> 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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE> 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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE> 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 SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); // 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 >= 0) // v_range < 0 may happen on integer overflows grab_sz = ImMax((float)(slider_sz / (v_range + 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<TYPE, SIGNEDTYPE, FLOATTYPE>(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_Nav) { 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; // Gamepad/keyboard tweak speeds in % of slider bounds if (tweak_slow) input_delta /= 10.0f; } else { if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow) input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard 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<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE>(format, data_type, v_new); float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(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) { TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(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<TYPE>(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<TYPE, SIGNEDTYPE, FLOATTYPE>(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 flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); // Those are the things we can do easily outside the SliderBehaviorT<> template, saves code generation. ImGuiContext& g = *GImGui; if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) { case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(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<ImU32, ImS32, float>(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<ImS32, ImS32, float>(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<ImU32, ImS32, float>(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<ImS32, ImS32, float >(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<ImU32, ImS32, float >(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<ImS64, ImS64, double>(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<ImU64, ImS64, double>(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<float, float, float >(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<double, double, double>(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; else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { // Tabbing or CTRL-clicking on Slider turns it into an input box const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id); if (make_active && temp_input_allowed) if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id) temp_input_is_active = true; 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_AlwaysClamp is set const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(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); 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); *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; else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == 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); RenderNavHighlight(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); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); } bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) { ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; if (power != 1.0f) { IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths } return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); } #endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS //------------------------------------------------------------------------- // [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 // 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 fmt; 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 "%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 == '.')) 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<typename TYPE> 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<int>(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. 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; 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; } static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) { if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) return ImGuiInputTextFlags_CharsScientific; const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; } // 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) { char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; flags |= InputScalar_DefaultCharsFilter(data_type, format); bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { // Backup old value size_t data_type_size = DataTypeGetInfo(data_type)->Size; ImGuiDataTypeTempStorage 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); 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 value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; if (value_changed) MarkItemEdited(id); } return value_changed; } // 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; if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); // Testing ActiveId as a minor optimization as filtering is not needed until active if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) flags |= InputScalar_DefaultCharsFilter(data_type, format); flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. bool value_changed = false; if (p_step != NULL) { 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); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) BeginDisabled(); SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { 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), button_flags)) { DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } 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(); } else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); } 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) { flags |= ImGuiInputTextFlags_CharsScientific; 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) { flags |= ImGuiInputTextFlags_CharsScientific; 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 //------------------------------------------------------------------------- // - InputText() // - InputTextWithHint() // - InputTextMultiline() // - InputTextGetCharInfo() [Internal] // - InputTextReindexLines() [Internal] // - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] // - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- 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); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) { int line_count = 0; const char* s = text_begin; while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding if (c == '\n') line_count++; s--; if (s[0] != '\n' && s[0] != '\r') line_count++; *out_text_end = s; return line_count; } static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { ImGuiContext& g = *GImGui; ImFont* font = g.Font; const float line_height = g.FontSize; const float scale = line_height / font->FontSize; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const ImWchar* s = text_begin; while (s < text_end) { unsigned int c = (unsigned int)(*s++); 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; const float char_width = font->GetCharAdvance((ImWchar)c) * scale; line_width += char_width; } 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) namespace ImStb { static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &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)); } // 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. static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { if (ImGui::GetIO().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) { ImWchar* dst = obj->TextW.Data + pos; // We maintain our buffer length in both UTF-8 and wchar formats obj->Edited = true; obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); obj->CurLenW -= n; // Offset remaining text (FIXME-OPT: Use memmove) const ImWchar* src = obj->TextW.Data + pos + n; while (ImWchar c = *src++) *dst++ = c; *dst = '\0'; } static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) { const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int text_len = obj->CurLenW; IM_ASSERT(pos <= text_len); const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) return false; // Grow internal buffer if needed if (new_text_len + text_len + 1 > obj->TextW.Size) { if (!is_resizable) return false; IM_ASSERT(text_len < obj->TextW.Size); obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); } ImWchar* text = obj->TextW.Data; if (pos != text_len) memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); obj->Edited = true; obj->CurLenW += new_text_len; obj->CurLenA += new_text_len_utf8; obj->TextW[obj->CurLenW] = '\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 STB_TEXTEDIT_IMPLEMENTATION #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 STB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); if (text_len <= 0) return; if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) { state->cursor = 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 void ImGuiInputTextState::OnKeyPressed(int key) { stb_textedit_key(this, &Stb, key); CursorFollow = true; CursorAnimReset(); } ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() { memset(this, 0, sizeof(*this)); } // Public API to manipulate UTF-8 text // We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) // FIXME: The existence of this rarely exercised code path is a bit of a nuisance. 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; while (char c = *src++) *dst++ = c; *dst = '\0'; 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) { const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); if (new_text_len + BufTextLen >= BufSize) { if (!is_resizable) return; // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) ImGuiContext& g = *GImGui; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); IM_ASSERT(Buf == edit_state->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; edit_state->TextA.reserve(new_buf_size + 1); Buf = edit_state->TextA.Data; BufSize = edit_state->BufCapacityA = 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; } // Return false to discard a character. static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_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)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); if (!pass) return false; apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. } if (input_source != ImGuiInputSource_Clipboard) { // 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))) { // 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::GetCurrentContext()->PlatformLocaleDecimalPoint = *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 = *GImGui; const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; // 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') *p_char = (c += (unsigned int)('A' - 'a')); if (flags & ImGuiInputTextFlags_CharsNoBlank) if (ImCharIsBlankW(c)) return false; } // Custom callback filter if (flags & ImGuiInputTextFlags_CallbackCharFilter) { ImGuiInputTextCallbackData callback_data; memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); 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 the new text from the old text. // Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. // 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 InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) { ImGuiContext& g = *GImGui; const ImWchar* old_buf = state->TextW.Data; const int old_length = state->CurLenW; const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); 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 (STB_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] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); } // 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) 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; 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! 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; ImGuiItemStatusFlags item_status_flags = 0; 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_status_flags = g.LastItemData.StatusFlags; item_data_backup = g.LastItemData; window->DC.CursorPos = backup_pos; // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. 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(), true, ImGuiWindowFlags_NoMove); 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; item_status_flags = g.LastItemData.StatusFlags; } const bool hovered = ItemHoverable(frame_bb, id); if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && 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_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs) { // Access state even if we don't own it yet. state = &g.InputTextState; state->CursorAnimReset(); // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) const int buf_len = (int)strlen(buf); state->InitialTextA.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->InitialTextA.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 differenciate recycle_cursor vs recycle_undostate? bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) recycle_state = false; // Start edition const char* buf_end = NULL; state->ID = id; state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->TextA.resize(0); state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. if (recycle_state) { // 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. state->CursorClamp(); } else { state->ScrollX = 0.0f; 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 (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) select_all = true; } if (flags & ImGuiInputTextFlags_AlwaysOverwrite) state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) } if (g.ActiveId != id && init_make_active) { IM_ASSERT(state && state->ID == id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); // Declare our inputs g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); SetActiveIdUsingKey(ImGuiKey_Home); SetActiveIdUsingKey(ImGuiKey_End); if (is_multiline) { SetActiveIdUsingKey(ImGuiKey_PageUp); SetActiveIdUsingKey(ImGuiKey_PageDown); } if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. { SetActiveIdUsingKey(ImGuiKey_Tab); } } // 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 const 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; // When read-only we always use the live data passed to the function // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( if (is_readonly && state != NULL && (render_cursor || render_selection)) { const char* buf_end = NULL; state->TextW.resize(buf_size + 1); state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); state->CursorClamp(); render_selection &= state->HasSelection(); } // Select the buffer to render. const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; const 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) { const ImFontGlyph* glyph = g.Font->FindGlyph('*'); ImFont* password_font = &g.InputTextPasswordFont; password_font->FontSize = g.Font->FontSize; password_font->Scale = g.Font->Scale; password_font->Ascent = g.Font->Ascent; password_font->Descent = g.Font->Descent; password_font->ContainerAtlas = g.Font->ContainerAtlas; password_font->FallbackGlyph = glyph; password_font->FallbackAdvanceX = glyph->AdvanceX; IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); PushFont(password_font); } // Process mouse inputs and character inputs int backup_current_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); backup_current_text_length = state->CurLenA; state->Edited = false; state->BufCapacityA = 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]; g.WantTextInputNextFrame = 1; // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; 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) { // FIXME: unselect on late click could be done release? if (hovered) { 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) const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) { unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } // 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. 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(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } // Consume characters io.InputQueueCharacters.resize(0); } } // Process other shortcuts/key-presses bool cancel_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_osx = io.ConfigMacOSXBehaviors; const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiModFlags_Super | ImGuiModFlags_Shift)); 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.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End const bool is_ctrl_key_only = (io.KeyMods == ImGuiModFlags_Ctrl); const bool is_shift_key_only = (io.KeyMods == ImGuiModFlags_Shift); const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiModFlags_Super) : (io.KeyMods == ImGuiModFlags_Ctrl); const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A); // 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 = IsKeyPressed(ImGuiKey_Escape, false) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); 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) { 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.KeySuper && !io.KeyAlt && !io.KeyCtrl) 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) || (!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(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } else if (is_cancel) { clear_active_id = cancel_edit = true; } 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 (io.SetClipboardTextFn) { 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->CurLenW; const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); SetClipboardText(clipboard_data); MemFree(clipboard_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)strlen(clipboard); ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { unsigned int c; s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } clipboard_filtered[clipboard_filtered_len] = 0; if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); state->CursorFollow = true; } MemFree(clipboard_filtered); } } // 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 (cancel_edit) { // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; ImVector<ImWchar> w_text; if (apply_new_text_length > 0) { w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); } stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); } } // Apply ASCII value if (!is_readonly) { state->TextAIsValid = true; state->TextA.resize(state->TextW.Size * 4 + 1); ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); } // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue 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 = !cancel_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { // Apply new value immediately - copy modified buffer back // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. // 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 && IsKeyPressed(ImGuiKey_Tab)) { 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; memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); callback_data.EventFlag = event_flag; callback_data.Flags = flags; callback_data.UserData = callback_user_data; char* callback_buf = is_readonly ? buf : state->TextA.Data; callback_data.EventKey = event_key; callback_data.Buf = callback_buf; callback_data.BufTextLen = state->CurLenA; callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) ImWchar* text = state->TextW.Data; const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + 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->BufCapacityA); 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 = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + 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 : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + 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 : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (buf_dirty) { IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? if (callback_data.BufTextLen > backup_current_text_length && is_resizable) state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); state->CurLenA = 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->TextA.Data, buf) != 0) { apply_new_text = state->TextA.Data; apply_new_text_length = state->CurLenA; } } // Clear temporary user storage state->Flags = ImGuiInputTextFlags_None; } // 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.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)); value_changed = true; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) if (clear_active_id && g.ActiveId == id) ClearActiveID(); // Render frame if (!is_multiline) { RenderNavHighlight(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 if (is_displaying_hint) { buf_display = hint; buf_display_end = hint + strlen(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->CurLenA; // 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 ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; { // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. const ImWchar* searches_input_ptr[2] = { NULL, NULL }; int searches_result_line_no[2] = { -1000, -1000 }; int searches_remaining = 0; if (render_cursor) { searches_input_ptr[0] = text_begin + state->Stb.cursor; searches_result_line_no[0] = -1; searches_remaining++; } if (render_selection) { searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); searches_result_line_no[1] = -1; searches_remaining++; } // Iterate all lines to find our line numbers // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. searches_remaining += is_multiline ? 1 : 0; int line_count = 0; //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit for (const ImWchar* s = text_begin; *s != 0; s++) if (*s == '\n') { line_count++; if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } line_count++; if (searches_result_line_no[0] == -1) searches_result_line_no[0] = line_count; if (searches_result_line_no[1] == -1) searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; cursor_offset.y = searches_result_line_no[0] * g.FontSize; if (searches_result_line_no[1] >= 0) { select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; select_start_offset.y = searches_result_line_no[1] * 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->ScrollX) state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); else if (cursor_offset.x - visible_width >= state->ScrollX) state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); } else { state->ScrollX = 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->ScrollX, 0.0f); if (render_selection) { const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); const ImWchar* 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 ImWchar* 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 ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit //p = p ? p + 1 : text_selected_end; while (p < text_selected_end) if (*p++ == '\n') break; } else { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->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. 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 = ImFloor(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_Text)); // 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.) if (!is_readonly) { g.PlatformImeData.WantVisible = true; g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); g.PlatformImeData.InputLineHeight = g.FontSize; g.PlatformImeViewport = 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->CurLenA; else if (!is_displaying_hint) buf_display_end = buf_display + strlen(buf_display); 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, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } } if (is_password && !is_displaying_hint) PopFont(); if (is_multiline) { // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; EndChild(); item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); g.CurrentItemFlags = backup_item_flags; // ...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 = id; g.LastItemData.InFlags = item_data_backup.InFlags; g.LastItemData.StatusFlags = item_data_backup.StatusFlags; } } // 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 && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); 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); Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end); 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() * 15), true)) // Visualize undo state { PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); for (int n = 0; n < STB_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(); char buf[64] = ""; if (undo_rec_type != ' ' && undo_rec->char_storage != -1) ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); 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); 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); } // 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) { // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. ImGuiContext& g = *GImGui; if (g.ColorEditLastColor != 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.ColorEditLastHue == 1)) *H = g.ColorEditLastHue; // When V == 0, S is undefined. if (*V == 0.0f) *S = g.ColorEditLastSat; } // 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 float w_full = CalcItemWidth(); const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); // 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; // 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 greyscale 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_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); const bool hide_prefix = (w_item_one <= 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; for (int n = 0; n < components; n++) { if (n > 0) SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); // 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_CharsHexadecimal | 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")) { 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)) { SameLine(0.0f, 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.ColorEditLastHue = f[0]; g.ColorEditLastSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); g.ColorEditLastColor = 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]; } 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) && !(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 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) 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(); g.NextItemData.ClearFlags(); PushID(label); 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_FLOOR(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 greyscale 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()) { 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()) { 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)); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) H = g.ColorEditLastHue; 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()) { 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_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | 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.ColorEditLastHue = H; g.ColorEditLastSat = S; g.ColorEditLastColor = 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_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; 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 = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); 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(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); draw_list->PrimVtx(trc, uv_white, col_white); draw_list->PrimVtx(tra, uv_white, 0); draw_list->PrimVtx(trb, uv_white, col_black); draw_list->PrimVtx(trc, uv_white, 0); 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 ? 10.0f : 6.0f; draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // 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) MarkItemEdited(g.LastItemData.ID); 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) flags &= ~(ImGuiColorEditFlags_AlphaPreview | 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); 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); 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_AlphaPreview) ? col_rgb : col_rgb_without_alpha; if (col_source.w < 1.0f) 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); } RenderNavHighlight(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 button are often in need of some sort of border } // 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) ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); 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; BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); 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]); ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | 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; 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; 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; 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); } EndPopup(); } //------------------------------------------------------------------------- // [SECTION] Widgets: TreeNode, CollapsingHeader, etc. //------------------------------------------------------------------------- // - TreeNode() // - TreeNodeV() // - TreeNodeEx() // - TreeNodeExV() // - 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; return TreeNodeBehavior(window->GetID(label), 0, 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; return TreeNodeBehavior(window->GetID(label), 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; const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); return TreeNodeBehavior(window->GetID(str_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; const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); } void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) { ImGuiContext& g = *GImGui; ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; storage->SetInt(id, open ? 1 : 0); } bool ImGui::TreeNodeUpdateNextOpen(ImGuiID 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.Flags & ImGuiNextItemDataFlags_HasOpen) { if (g.NextItemData.OpenCond & ImGuiCond_Always) { is_open = g.NextItemData.OpenVal; TreeNodeSetOpen(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(id, -1); if (stored_value == -1) { is_open = g.NextItemData.OpenVal; TreeNodeSetOpen(id, is_open); } else { is_open = stored_value != 0; } } } else { is_open = storage->GetInt(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; } 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); // 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); ImRect frame_bb; frame_bb.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 = window->WorkRect.Max.x; frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { // Framed header expand a little outside the default padding, to the edge of InnerClipRect // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser 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 > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser 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 (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; bool is_open = TreeNodeUpdateNextOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; g.LastItemData.DisplayRect = frame_bb; if (!item_add) { 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; } ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; 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); if (window != g.HoveredWindow || !is_mouse_x_over_arrow) button_flags |= ImGuiButtonFlags_NoKeyModifiers; // 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; bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; 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_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) toggled = true; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) toggled = true; } 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; } if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) { toggled = true; 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; NavMoveRequestCancel(); } if (toggled) { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) SetItemAllowOverlap(); // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; 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); RenderNavHighlight(frame_bb, id, nav_highlight_flags); 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 ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); else // Leaf without bullet, left-adjusted text text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) LogSetNextTextDecoration("###", "###"); RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } 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); } RenderNavHighlight(frame_bb, id, nav_highlight_flags); 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 ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogSetNextTextDecoration(">", NULL); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } 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); // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); NavMoveRequestCancel(); } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; 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.Flags |= ImGuiNextItemDataFlags_HasOpen; g.NextItemData.OpenVal = is_open; g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // 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; return TreeNodeBehavior(window->GetID(label), 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_AllowItemOverlap | 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 * 2.0f - button_size); float button_y = g.LastItemData.Rect.Min.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_AllowItemOverlap 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); // Text stays at the submission position, but bounding box may be extended on both sides const ImVec2 text_min = pos; const ImVec2 text_max(min_x + size.x, pos.y + size.y); // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. ImRect bb(min_x, pos.y, text_max.x, text_max.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_FLOOR(spacing_x * 0.50f); const float spacing_U = IM_FLOOR(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)); } // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground 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; if (span_all_columns) { window->ClipRect.Min.x = window->ParentWorkRect.Min.x; window->ClipRect.Max.x = window->ParentWorkRect.Max.x; } const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); if (span_all_columns) { window->ClipRect.Min.x = backup_clip_rect_min_x; window->ClipRect.Max.x = backup_clip_rect_max_x; } if (!item_add) 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 && window->DC.CurrentColumns) PushColumnsBackground(); else if (span_all_columns && g.CurrentTable) TablePushBackgroundChannel(); // 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_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_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); // 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 == window->DC.NavFocusScopeIdCurrent) 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 gamepad/keyboard if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) g.NavDisableHighlight = true; } } if (pressed) MarkItemEdited(id); if (flags & ImGuiSelectableFlags_AllowItemOverlap) SetItemAllowOverlap(); // In this branch, Selectable() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); else if (span_all_columns && g.CurrentTable) TablePopBackgroundChannel(); RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); // Automatically close popups if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); if (disabled_item && !disabled_global) EndDisabled(); 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: ListBox //------------------------------------------------------------------------- // - BeginListBox() // - EndListBox() // - ListBox() //------------------------------------------------------------------------- // 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. 10.25 * 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 = ImFloor(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); return false; } // FIXME-OPT: We could omit the BeginGroup() if label_size.x 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); } BeginChildFrame(id, frame_bb.GetSize()); return true; } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // OBSOLETED in 1.81 (from February 2021) bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { // If height_in_items == -1, default height is maximum 7. ImGuiContext& g = *GImGui; float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; ImVec2 size; size.x = 0.0f; size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; return BeginListBox(label, size); } #endif 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); EndChildFrame(); 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, bool (*items_getter)(void*, int, const char**), void* 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, ImFloor(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. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { const char* item_text; if (!items_getter(data, i, &item_text)) 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, ImVec2 frame_size) { 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); if (frame_size.x == 0.0f) frame_size.x = CalcItemWidth(); if (frame_size.y == 0.0f) frame_size.y = label_size.y + (style.FramePadding.y * 2); 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, 0, &frame_bb)) return -1; const bool hovered = ItemHoverable(frame_bb, id); // 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. ImRect bar_rect = window->MenuBarRect(); ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), 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; // 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 FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavDisableMouseHover = g.NavMousePosDirty = true; NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat } } 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); PopClipRect(); PopID(); 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. g.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; } // 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); ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); if (bar_window == NULL || bar_window->BeginCount == 0) { // Calculate and set window size/position 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->BuildWorkOffsetMin[axis] += axis_size; else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) viewport->BuildWorkOffsetMax[axis] -= axis_size; } window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. 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(); // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change SetCurrentViewport(NULL, viewport); // 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) BeginMenuBar(); else End(); return is_open; } void ImGui::EndMainMenuBar() { EndMenuBar(); // 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. ImGuiContext& g = *GImGui; if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) FocusTopMostWindowUnderOne(g.NavWindow, NULL); 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. PuhsID() 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]; return (window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); } 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 flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; if (window->Flags & ImGuiWindowFlags_ChildMenu) 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 = BeginPopupEx(id, 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) const bool menuset_is_open = IsRootOfOpenMenuSet(); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) g.NavWindow = window; // 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; const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an 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_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); 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, 0.0f)); RenderText(text_pos, label); PopStyleVar(); window->DC.CursorPos.x += IM_FLOOR(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_FLOOR(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, 0.0f)); 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.NavDisableMouseHover; if (menuset_is_open) g.NavWindow = backed_nav_window; bool want_open = 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; ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) { float ref_unit = g.FontSize; // FIXME-DPI ImRect next_window_rect = child_menu_window->Rect(); ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) tb.y = ta.y + ImMax((tb.y - extra) - 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 + extra) - ta.y, +ref_unit * 8.0f); moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_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) want_close = true; // Open 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; if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { want_open = true; NavMoveRequestCancel(); } } 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 (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. OpenPopup(label); return false; } menu_is_open |= want_open; if (want_open) OpenPopup(label); if (menu_is_open) { SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super 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 = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) PopStyleVar(); } 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 _within our child menu_ failed, close ourselves (the _parent_ menu). // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) { ClosePopupToLevel(g.BeginPopupStack.Size, 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); const bool menuset_is_open = IsRootOfOpenMenuSet(); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) g.NavWindow = window; // 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(); const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | 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_FLOOR(style.ItemSpacing.x * 0.5f); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); RenderText(text_pos, label); window->DC.CursorPos.x += IM_FLOOR(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_FLOOR(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, 0.0f)); 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]); 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) g.NavWindow = backed_nav_window; 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] // - TabBarAddTab() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] // - TabBarScrollClamp() [Internal] // - TabBarScrollToTab() [Internal] // - TabBarQueueChangeTabOrder() [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 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; return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); } bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; if ((flags & ImGuiTabBarFlags_DockNode) == 0) PushOverrideID(tab_bar->ID); // Add to stack g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); g.CurrentTabBar = tab_bar; // 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))) if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid 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->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 const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; if (dock_node != NULL) { const float separator_min_x = dock_node->Pos.x + window->WindowBorderSize; const float separator_max_x = dock_node->Pos.x + dock_node->Size.x - window->WindowBorderSize; window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } else { const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } 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; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); g.CurrentTabBarStack.pop_back(); g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); } // 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; // 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); // 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 = tab_bar->GetTabName(tab); const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; tab->ContentWidth = (tab->RequestedWidth > 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button).x; int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = &sections[section_n]; section->Width += tab->ContentWidth + (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; IM_ASSERT(tab->ContentWidth > 0.0f); tab->Width = tab->ContentWidth; } // Compute total ideal width (used for e.g. auto-resizing a window) 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; // Horizontal scrolling buttons // (note that TabBarScrollButtons() will alter BarRect.Max.x) if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) 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; } // 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 if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !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); // 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_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); if (shrinked_width < 0.0f) continue; 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 = &sections[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; // CTRL+TAB can override visible tab temporarily if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; // Update scrolling if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); 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 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) { if (docked_window != NULL) { IM_UNUSED(tab_bar); IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); ImGuiID id = docked_window->TabId; 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; } // FIXME: See references to #2304 in TODO.txt ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) { ImGuiTabItem* most_recently_selected_tab = NULL; for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) if (tab->Window && tab->Window->WasActive) most_recently_selected_tab = tab; } return most_recently_selected_tab; } // The purpose of this call is to register tab in advance so we can control their order at the time they appear. // Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) { ImGuiContext& g = *GImGui; IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) if (!window->HasCloseButton) tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. ImGuiTabItem new_tab; new_tab.ID = window->TabId; new_tab.Flags = tab_flags; new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab if (new_tab.LastFrameVisible == -1) new_tab.LastFrameVisible = g.FrameCount - 1; new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission tab_bar->Tabs.push_back(new_tab); } // The *TabId fields be 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)) { // 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) tab_bar->NextSelectedTabId = tab->ID; } } 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 = tab_bar->GetTabOrder(tab); // Scrolling happens only in the central section (leading/trailing sections are not scrolling) // FIXME: This is all confusing. float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; // 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::TabBarQueueReorder(ImGuiTabBar* tab_bar, const 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, const 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 = tab_bar->GetTabOrder(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)); 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 | ImGuiButtonFlags_Repeat)) 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 | ImGuiButtonFlags_Repeat)) select_dir = +1; 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 = tab_bar->GetTabOrder(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 = tab_bar->GetTabName(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); } 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 | ImGuiItemFlags_NoNavDefaultFocus); 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); tab->RequestedWidth = -1.0f; if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) size.x = tab->RequestedWidth = g.NextItemData.Width; if (tab_is_new) tab->Width = 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 is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; tab->Window = docked_window; // Append name with zero-terminator // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) if (tab->Window != NULL) { IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); tab->NameOffset = -1; } else { IM_ASSERT(tab->Window == NULL); tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. } // 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) tab_bar->NextSelectedTabId = id; // New tabs gets activated if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar tab_bar->NextSelectedTabId = id; } // 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 && docked_window == NULL) 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 | ImGuiItemFlags_NoNavDefaultFocus); 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_FLOOR(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 ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) g.ActiveIdWindow = docked_window; // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) if (g.ActiveId != id) SetItemAllowOverlap(); // Drag and drop a single floating window node moves it ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) { // Move StartMouseMovingWindow(docked_window); } else if (held && !tab_appearing && IsMouseDragging(0)) { // Drag and drop: re-order tabs int drag_dir = 0; float drag_distance_from_edge_x = 0.0f; if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) { // 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) { drag_dir = -1; drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { drag_dir = +1; drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } // Extract a Dockable window out of it's tab bar if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove)) { // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) { float threshold_base = g.FontSize; float threshold_x = (threshold_base * 2.2f); float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); if (distance_from_edge_y >= threshold_y) undocking_tab = true; if (drag_distance_from_edge_x > threshold_x) if ((drag_dir < 0 && tab_bar->GetTabOrder(tab) == 0) || (drag_dir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) undocking_tab = true; } if (undocking_tab) { // Undock // FIXME: refactor to share more code with e.g. StartMouseMovingWindow DockContextQueueUndockWindow(&g, docked_window); g.MovingWindow = docked_window; SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingAllKeyboardKeys(); } } } #if 0 if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering bb.Max.x = bb.Min.x + IM_FLOOR(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 ImDrawList* display_draw_list = window->DrawList; const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); TabItemBackground(display_draw_list, bb, flags, tab_col); RenderNavHighlight(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 (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) if (!is_tab_button) tab_bar->NextSelectedTabId = id; 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, docked_window ? docked_window->ID : id) : 0; bool just_closed; bool text_clipped; TabItemLabelAndCloseButton(display_draw_list, bb, 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); } // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) // That state is copied to window->DockTabItemStatusFlags by our caller. if (docked_window && (hovered || g.HoveredId == close_button_id)) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Restore main window position so user can draw there if (want_clip_rect) PopClipRect(); window->DC.CursorPos = backup_main_cursor_pos; // 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 && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); 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() } else if (ImGuiWindow* window = FindWindowByName(label)) { if (window->DockIsActive) if (ImGuiDockNode* node = window->DockNode) { ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); TabBarRemoveTab(node->TabBar, tab_id); window->DockTabWantClose = true; } } } ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) { 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) 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); } 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 + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f); 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_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; // Return clipped state ignoring the close button if (out_text_clipped) { *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_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 * 2.0f - button_sz), bb.Min.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; if (close_button_id != 0) if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) close_button_visible = true; bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); if (close_button_visible) { ImGuiLastItemData last_item_backup = g.LastItemData; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); if (CloseButton(close_button_id, button_pos)) close_button_pressed = true; PopStyleVar(); g.LastItemData = last_item_backup; // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; } else if (unsaved_marker_visible) { const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); } // 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 = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; if (close_button_visible || unsaved_marker_visible) { text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; ellipsis_max_x = text_pixel_clip_bb.Max.x; } RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, 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
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_opengl2.h
.h
2,115
34
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in imgui_impl_opengl3.cpp** // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might // confuse your GPU driver. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. #pragma once #include "imgui.h" // IMGUI_IMPL_API IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_win32.cpp
.cpp
60,085
1,197
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" #include "imgui_impl_win32.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include <windows.h> #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM() #include <tchar.h> #include <dwmapi.h> // Configuration flags to add in your imconfig.h file: //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. // Using XInput for gamepad (will load DLL dynamically) #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #include <xinput.h> typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); #endif // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). // 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. // 2021-01-25: Inputs: Dynamically loading XInput DLL. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // Forward Declarations static void ImGui_ImplWin32_InitPlatformInterface(); static void ImGui_ImplWin32_ShutdownPlatformInterface(); static void ImGui_ImplWin32_UpdateMonitors(); struct ImGui_ImplWin32_Data { HWND hWnd; HWND MouseHwnd; bool MouseTracked; int MouseButtonsDown; INT64 Time; INT64 TicksPerSecond; ImGuiMouseCursor LastMouseCursor; bool HasGamepad; bool WantUpdateHasGamepad; bool WantUpdateMonitors; #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD HMODULE XInputDLL; PFN_XInputGetCapabilities XInputGetCapabilities; PFN_XInputGetState XInputGetState; #endif ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } // Functions bool ImGui_ImplWin32_Init(void* hwnd) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); INT64 perf_frequency, perf_counter; if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) return false; if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) return false; // Setup backend capabilities flags ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_win32"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) bd->hWnd = (HWND)hwnd; bd->WantUpdateHasGamepad = true; bd->WantUpdateMonitors = true; bd->TicksPerSecond = perf_frequency; bd->Time = perf_counter; bd->LastMouseCursor = ImGuiMouseCursor_COUNT; // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplWin32_InitPlatformInterface(); // Dynamically load XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD const char* xinput_dll_names[] = { "xinput1_4.dll", // Windows 8+ "xinput1_3.dll", // DirectX SDK "xinput9_1_0.dll", // Windows Vista, Windows 7 "xinput1_2.dll", // DirectX SDK "xinput1_1.dll" // DirectX SDK }; for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) { bd->XInputDLL = dll; bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); break; } #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD return true; } void ImGui_ImplWin32_Shutdown() { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_ShutdownPlatformInterface(); // Unload XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD if (bd->XInputDLL) ::FreeLibrary(bd->XInputDLL); #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD io.BackendPlatformName = NULL; io.BackendPlatformUserData = NULL; IM_DELETE(bd); } static bool ImGui_ImplWin32_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return false; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor ::SetCursor(NULL); } else { // Show OS mouse cursor LPTSTR win32_cursor = IDC_ARROW; switch (imgui_cursor) { case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } ::SetCursor(::LoadCursor(NULL, win32_cursor)); } return true; } static bool IsVkDown(int vk) { return (::GetKeyState(vk) & 0x8000) != 0; } static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) { ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(key, down); io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) IM_UNUSED(native_scancode); } static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() { // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); } static void ImGui_ImplWin32_UpdateKeyModifiers() { ImGuiIO& io = ImGui::GetIO(); io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL)); io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT)); io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU)); io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS)); } // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) // Because of that, it is a little more complicated than your typical single-viewport binding code! static void ImGui_ImplWin32_UpdateMouseData() { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(bd->hWnd != 0); POINT mouse_screen_pos; bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; HWND focused_window = ::GetForegroundWindow(); const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window))); if (is_app_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) ::ClientToScreen(focused_window, &pos); ::SetCursorPos(pos.x, pos.y); } // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) if (!io.WantSetMousePos && !bd->MouseTracked && has_mouse_screen_pos) { // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) POINT mouse_pos = mouse_screen_pos; if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) ::ScreenToClient(bd->hWnd, &mouse_pos); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); } } // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported // by the backend, and use its flawed heuristic to guess the viewport behind. // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). ImGuiID mouse_viewport_id = 0; if (has_mouse_screen_pos) if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) mouse_viewport_id = viewport->ID; io.AddMouseViewportEvent(mouse_viewport_id); } // Gamepad navigation mapping static void ImGui_ImplWin32_UpdateGamepads() { #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. // return; // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. if (bd->WantUpdateHasGamepad) { XINPUT_CAPABILITIES caps = {}; bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; bd->WantUpdateHasGamepad = false; } io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; XINPUT_STATE xinput_state; XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); #undef MAP_BUTTON #undef MAP_ANALOG #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD } static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) { MONITORINFO info = {}; info.cbSize = sizeof(MONITORINFO); if (!::GetMonitorInfo(monitor, &info)) return TRUE; ImGuiPlatformMonitor imgui_monitor; imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); ImGuiPlatformIO& io = ImGui::GetPlatformIO(); if (info.dwFlags & MONITORINFOF_PRIMARY) io.Monitors.push_front(imgui_monitor); else io.Monitors.push_back(imgui_monitor); return TRUE; } static void ImGui_ImplWin32_UpdateMonitors() { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui::GetPlatformIO().Monitors.resize(0); ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); bd->WantUpdateMonitors = false; } void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?"); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; ::GetClientRect(bd->hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); if (bd->WantUpdateMonitors) ImGui_ImplWin32_UpdateMonitors(); // Setup time step INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time); io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; bd->Time = current_time; // Update OS mouse position ImGui_ImplWin32_UpdateMouseData(); // Process workarounds for known Windows key handling issues ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); if (bd->LastMouseCursor != mouse_cursor) { bd->LastMouseCursor = mouse_cursor; ImGui_ImplWin32_UpdateMouseCursor(); } // Update game controllers (if enabled and available) ImGui_ImplWin32_UpdateGamepads(); } // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) // Map VK_xxx to ImGuiKey_xxx. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) { switch (wParam) { case VK_TAB: return ImGuiKey_Tab; case VK_LEFT: return ImGuiKey_LeftArrow; case VK_RIGHT: return ImGuiKey_RightArrow; case VK_UP: return ImGuiKey_UpArrow; case VK_DOWN: return ImGuiKey_DownArrow; case VK_PRIOR: return ImGuiKey_PageUp; case VK_NEXT: return ImGuiKey_PageDown; case VK_HOME: return ImGuiKey_Home; case VK_END: return ImGuiKey_End; case VK_INSERT: return ImGuiKey_Insert; case VK_DELETE: return ImGuiKey_Delete; case VK_BACK: return ImGuiKey_Backspace; case VK_SPACE: return ImGuiKey_Space; case VK_RETURN: return ImGuiKey_Enter; case VK_ESCAPE: return ImGuiKey_Escape; case VK_OEM_7: return ImGuiKey_Apostrophe; case VK_OEM_COMMA: return ImGuiKey_Comma; case VK_OEM_MINUS: return ImGuiKey_Minus; case VK_OEM_PERIOD: return ImGuiKey_Period; case VK_OEM_2: return ImGuiKey_Slash; case VK_OEM_1: return ImGuiKey_Semicolon; case VK_OEM_PLUS: return ImGuiKey_Equal; case VK_OEM_4: return ImGuiKey_LeftBracket; case VK_OEM_5: return ImGuiKey_Backslash; case VK_OEM_6: return ImGuiKey_RightBracket; case VK_OEM_3: return ImGuiKey_GraveAccent; case VK_CAPITAL: return ImGuiKey_CapsLock; case VK_SCROLL: return ImGuiKey_ScrollLock; case VK_NUMLOCK: return ImGuiKey_NumLock; case VK_SNAPSHOT: return ImGuiKey_PrintScreen; case VK_PAUSE: return ImGuiKey_Pause; case VK_NUMPAD0: return ImGuiKey_Keypad0; case VK_NUMPAD1: return ImGuiKey_Keypad1; case VK_NUMPAD2: return ImGuiKey_Keypad2; case VK_NUMPAD3: return ImGuiKey_Keypad3; case VK_NUMPAD4: return ImGuiKey_Keypad4; case VK_NUMPAD5: return ImGuiKey_Keypad5; case VK_NUMPAD6: return ImGuiKey_Keypad6; case VK_NUMPAD7: return ImGuiKey_Keypad7; case VK_NUMPAD8: return ImGuiKey_Keypad8; case VK_NUMPAD9: return ImGuiKey_Keypad9; case VK_DECIMAL: return ImGuiKey_KeypadDecimal; case VK_DIVIDE: return ImGuiKey_KeypadDivide; case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; case VK_ADD: return ImGuiKey_KeypadAdd; case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; case VK_LSHIFT: return ImGuiKey_LeftShift; case VK_LCONTROL: return ImGuiKey_LeftCtrl; case VK_LMENU: return ImGuiKey_LeftAlt; case VK_LWIN: return ImGuiKey_LeftSuper; case VK_RSHIFT: return ImGuiKey_RightShift; case VK_RCONTROL: return ImGuiKey_RightCtrl; case VK_RMENU: return ImGuiKey_RightAlt; case VK_RWIN: return ImGuiKey_RightSuper; case VK_APPS: return ImGuiKey_Menu; 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 '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 VK_F1: return ImGuiKey_F1; case VK_F2: return ImGuiKey_F2; case VK_F3: return ImGuiKey_F3; case VK_F4: return ImGuiKey_F4; case VK_F5: return ImGuiKey_F5; case VK_F6: return ImGuiKey_F6; case VK_F7: return ImGuiKey_F7; case VK_F8: return ImGuiKey_F8; case VK_F9: return ImGuiKey_F9; case VK_F10: return ImGuiKey_F10; case VK_F11: return ImGuiKey_F11; case VK_F12: return ImGuiKey_F12; default: return ImGuiKey_None; } } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. #ifndef WM_MOUSEHWHEEL #define WM_MOUSEHWHEEL 0x020E #endif #ifndef DBT_DEVNODES_CHANGED #define DBT_DEVNODES_CHANGED 0x0007 #endif // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. #if 0 // Copy this line into your .cpp file to forward declare the function. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui::GetCurrentContext() == NULL) return 0; ImGuiIO& io = ImGui::GetIO(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); switch (msg) { case WM_MOUSEMOVE: { // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events bd->MouseHwnd = hwnd; if (!bd->MouseTracked) { TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 }; ::TrackMouseEvent(&tme); bd->MouseTracked = true; } POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ::ClientToScreen(hwnd, &mouse_pos); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); break; } case WM_MOUSELEAVE: if (bd->MouseHwnd == hwnd) bd->MouseHwnd = NULL; bd->MouseTracked = false; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); break; case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { int button = 0; if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL) ::SetCapture(hwnd); bd->MouseButtonsDown |= 1 << button; io.AddMouseButtonEvent(button, true); return 0; } case WM_LBUTTONUP: case WM_RBUTTONUP: case WM_MBUTTONUP: case WM_XBUTTONUP: { int button = 0; if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_RBUTTONUP) { button = 1; } if (msg == WM_MBUTTONUP) { button = 2; } if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } bd->MouseButtonsDown &= ~(1 << button); if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) ::ReleaseCapture(); io.AddMouseButtonEvent(button, false); return 0; } case WM_MOUSEWHEEL: io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); return 0; case WM_MOUSEHWHEEL: io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); return 0; case WM_KEYDOWN: case WM_KEYUP: case WM_SYSKEYDOWN: case WM_SYSKEYUP: { const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); if (wParam < 256) { // Submit modifiers ImGui_ImplWin32_UpdateKeyModifiers(); // Obtain virtual key code // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) int vk = (int)wParam; if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) vk = IM_VK_KEYPAD_ENTER; // Submit key event const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); const int scancode = (int)LOBYTE(HIWORD(lParam)); if (key != ImGuiKey_None) ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); // Submit individual left/right modifier events if (vk == VK_SHIFT) { // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } } else if (vk == VK_CONTROL) { if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } } else if (vk == VK_MENU) { if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } } } return 0; } case WM_SETFOCUS: case WM_KILLFOCUS: io.AddFocusEvent(msg == WM_SETFOCUS); return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacterUTF16((unsigned short)wParam); return 0; case WM_SETCURSOR: // This is required to restore cursor when transitioning from e.g resize borders to client area. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) return 1; return 0; case WM_DEVICECHANGE: if ((UINT)wParam == DBT_DEVNODES_CHANGED) bd->WantUpdateHasGamepad = true; return 0; case WM_DISPLAYCHANGE: bd->WantUpdateMonitors = true; return 0; } return 0; } //-------------------------------------------------------------------------------------------------------- // DPI-related helpers (optional) //-------------------------------------------------------------------------------------------------------- // - Use to enable DPI awareness without having to create an application manifest. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. //--------------------------------------------------------------------------------------------------------- // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. // If you are trying to implement your own backend for your own engine, you may ignore that noise. //--------------------------------------------------------------------------------------------------------- // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) { typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL; if (RtlVerifyVersionInfoFn == NULL) if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); if (RtlVerifyVersionInfoFn == NULL) return FALSE; RTL_OSVERSIONINFOEXW versionInfo = { }; ULONGLONG conditionMask = 0; versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); versionInfo.dwMajorVersion = major; versionInfo.dwMinorVersion = minor; VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; } #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 #ifndef DPI_ENUMS_DECLARED typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; #endif #ifndef _DPI_AWARENESS_CONTEXTS_ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 #endif #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 #endif typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) // Helper function to enable DPI awareness without setting up a manifest void ImGui_ImplWin32_EnableDpiAwareness() { // Make sure monitors will be updated with latest correct scaling if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) bd->WantUpdateMonitors = true; if (_IsWindows10OrGreater()) { static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) { SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); return; } } if (_IsWindows8Point1OrGreater()) { static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) { SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); return; } } #if _WIN32_WINNT >= 0x0600 ::SetProcessDPIAware(); #endif } #if defined(_MSC_VER) && !defined(NOGDI) #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' #endif float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) { UINT xdpi = 96, ydpi = 96; if (_IsWindows8Point1OrGreater()) { static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL; if (GetDpiForMonitorFn == NULL && shcore_dll != NULL) GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); if (GetDpiForMonitorFn != NULL) { GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! return xdpi / 96.0f; } } #ifndef NOGDI const HDC dc = ::GetDC(NULL); xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! ::ReleaseDC(NULL, dc); #endif return xdpi / 96.0f; } float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) { HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGui_ImplWin32_ViewportData { HWND Hwnd; bool HwndOwned; DWORD DwStyle; DWORD DwExStyle; ImGui_ImplWin32_ViewportData() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; } ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == NULL); } }; static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) { if (flags & ImGuiViewportFlags_NoDecoration) *out_style = WS_POPUP; else *out_style = WS_OVERLAPPEDWINDOW; if (flags & ImGuiViewportFlags_NoTaskBarIcon) *out_ex_style = WS_EX_TOOLWINDOW; else *out_ex_style = WS_EX_APPWINDOW; if (flags & ImGuiViewportFlags_TopMost) *out_ex_style |= WS_EX_TOPMOST; } static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); viewport->PlatformUserData = vd; // Select style and parent window ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); HWND parent_window = NULL; if (viewport->ParentViewportId != 0) if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId)) parent_window = (HWND)parent_viewport->PlatformHandle; // Create window RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); vd->Hwnd = ::CreateWindowEx( vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param vd->HwndOwned = true; viewport->PlatformRequestResize = false; viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; } static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) { if (::GetCapture() == vd->Hwnd) { // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. ::ReleaseCapture(); ::SetCapture(bd->hWnd); } if (vd->Hwnd && vd->HwndOwned) ::DestroyWindow(vd->Hwnd); vd->Hwnd = NULL; IM_DELETE(vd); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ::ShowWindow(vd->Hwnd, SW_SHOWNA); else ::ShowWindow(vd->Hwnd, SW_SHOW); } static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) { // (Optional) Update Win32 style if it changed _after_ creation. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); DWORD new_style; DWORD new_ex_style; ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) { // (Optional) Update TopMost state if it changed _after_ creation bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; // Apply flags and position (since it is affected by flags) vd->DwStyle = new_style; vd->DwExStyle = new_ex_style; ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; } } static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); POINT pos = { 0, 0 }; ::ClientToScreen(vd->Hwnd, &pos); return ImVec2((float)pos.x, (float)pos.y); } static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); ::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); } static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); RECT rect; ::GetClientRect(vd->Hwnd, &rect); return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); } static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen ::SetWindowPos(vd->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); } static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); ::BringWindowToTop(vd->Hwnd); ::SetForegroundWindow(vd->Hwnd); ::SetFocus(vd->Hwnd); } static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); return ::GetForegroundWindow() == vd->Hwnd; } static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); return ::IsIconic(vd->Hwnd) != 0; } static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) { // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0); ImVector<wchar_t> title_w; title_w.resize(n); ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); ::SetWindowTextW(vd->Hwnd, title_w.Data); } static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); if (alpha < 1.0f) { DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); } else { DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); } } static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) { ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; IM_ASSERT(vd->Hwnd != 0); return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); } // FIXME-DPI: Testing DPI related ideas static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) { (void)viewport; #if 0 ImGuiStyle default_style; //default_style.WindowPadding = ImVec2(0, 0); //default_style.WindowBorderSize = 0.0f; //default_style.ItemSpacing.y = 3.0f; //default_style.FramePadding = ImVec2(0, 0); default_style.ScaleAllSizes(viewport->DpiScale); ImGuiStyle& style = ImGui::GetStyle(); style = default_style; #endif } static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) { switch (msg) { case WM_CLOSE: viewport->PlatformRequestClose = true; return 0; case WM_MOVE: viewport->PlatformRequestMove = true; break; case WM_SIZE: viewport->PlatformRequestResize = true; break; case WM_MOUSEACTIVATE: if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) return MA_NOACTIVATE; break; case WM_NCHITTEST: // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. if (viewport->Flags & ImGuiViewportFlags_NoInputs) return HTTRANSPARENT; break; } } return DefWindowProc(hWnd, msg, wParam, lParam); } static void ImGui_ImplWin32_InitPlatformInterface() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = ::GetModuleHandle(NULL); wcex.hIcon = NULL; wcex.hCursor = NULL; wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); wcex.lpszMenuName = NULL; wcex.lpszClassName = _T("ImGui Platform"); wcex.hIconSm = NULL; ::RegisterClassEx(&wcex); ImGui_ImplWin32_UpdateMonitors(); // Register platform interface (will be coupled with a renderer interface) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI // Register main window handle (which is owned by the main application, not by us) // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); vd->Hwnd = bd->hWnd; vd->HwndOwned = false; main_viewport->PlatformUserData = vd; main_viewport->PlatformHandle = (void*)bd->hWnd; } static void ImGui_ImplWin32_ShutdownPlatformInterface() { ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL)); ImGui::DestroyPlatformWindows(); } //--------------------------------------------------------------------------------------------------------- // Transparency related helpers (optional) //-------------------------------------------------------------------------------------------------------- #if defined(_MSC_VER) #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' #endif // [experimental] // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) { if (!_IsWindowsVistaOrGreater()) return; BOOL composition; if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) return; BOOL opaque; DWORD color; if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) { HRGN region = ::CreateRectRgn(0, 0, -1, -1); DWM_BLURBEHIND bb = {}; bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; bb.hRgnBlur = region; bb.fEnable = TRUE; ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); ::DeleteObject(region); } else { DWM_BLURBEHIND bb = {}; bb.dwFlags = DWM_BB_ENABLE; ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); } } //---------------------------------------------------------------------------------------------------------
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_sdlrenderer.cpp
.cpp
11,015
252
// dear imgui: Renderer Backend for SDL_Renderer // (Requires: SDL 2.0.17+) // Important to understand: SDL_Renderer is an _optional_ component of SDL. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // If your application will want to render any non trivial amount of graphics other than UI, // please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might // be difficult to step out of those boundaries. // However, we understand it is a convenient choice to get an app started easily. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2021-10-06: Backup and restore modified ClipRect/Viewport. // 2021-09-21: Initial version. #include "imgui.h" #include "imgui_impl_sdlrenderer.h" #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include <stddef.h> // intptr_t #else #include <stdint.h> // intptr_t #endif // SDL #include <SDL.h> #if !SDL_VERSION_ATLEAST(2,0,17) #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function #endif // SDL_Renderer data struct ImGui_ImplSDLRenderer_Data { SDL_Renderer* SDLRenderer; SDL_Texture* FontTexture; ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Functions bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!"); // Setup backend capabilities flags ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_sdlrenderer"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. bd->SDLRenderer = renderer; return true; } void ImGui_ImplSDLRenderer_Shutdown() { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer_DestroyDeviceObjects(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } static void ImGui_ImplSDLRenderer_SetupRenderState() { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); // Clear out any viewports and cliprect set by the user // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. SDL_RenderSetViewport(bd->SDLRenderer, NULL); SDL_RenderSetClipRect(bd->SDLRenderer, NULL); } void ImGui_ImplSDLRenderer_NewFrame() { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?"); if (!bd->FontTexture) ImGui_ImplSDLRenderer_CreateDeviceObjects(); } void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); // If there's a scale factor set by the user, use that instead // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. float rsx = 1.0f; float rsy = 1.0f; SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); ImVec2 render_scale; render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); if (fb_width == 0 || fb_height == 0) return; // Backup SDL_Renderer state that will be modified to restore it afterwards struct BackupSDLRendererState { SDL_Rect Viewport; bool ClipEnabled; SDL_Rect ClipRect; }; BackupSDLRendererState old = {}; old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = render_scale; // Render command lists ImGui_ImplSDLRenderer_SetupRenderState(); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplSDLRenderer_SetupRenderState(); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_RenderSetClipRect(bd->SDLRenderer, &r); const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); #if SDL_VERSION_ATLEAST(2,0,19) const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+ #else const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 #endif // Bind texture, Draw SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_RenderGeometryRaw(bd->SDLRenderer, tex, xy, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert), cmd_list->VtxBuffer.Size - pcmd->VtxOffset, idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); } } } // Restore modified SDL_Renderer state SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL); } // Called by Init/NewFrame/Shutdown bool ImGui_ImplSDLRenderer_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); if (bd->FontTexture == NULL) { SDL_Log("error creating texture"); return false; } SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); return true; } void ImGui_ImplSDLRenderer_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); if (bd->FontTexture) { io.Fonts->SetTexID(0); SDL_DestroyTexture(bd->FontTexture); bd->FontTexture = NULL; } } bool ImGui_ImplSDLRenderer_CreateDeviceObjects() { return ImGui_ImplSDLRenderer_CreateFontsTexture(); } void ImGui_ImplSDLRenderer_DestroyDeviceObjects() { ImGui_ImplSDLRenderer_DestroyFontsTexture(); }
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_opengl3_loader.h
.h
34,597
787
//----------------------------------------------------------------------------- // About imgui_impl_opengl3_loader.h: // // We embed our own OpenGL loader to not require user to provide their own or to have to use ours, // which proved to be endless problems for users. // Our loader is custom-generated, based on gl3w but automatically filtered to only include // enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. // // YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. // // Regenerate with: // python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // // More info: // https://github.com/dearimgui/gl3w_stripped // https://github.com/ocornut/imgui/issues/4445 //----------------------------------------------------------------------------- /* * This file was generated with gl3w_gen.py, part of imgl3w * (hosted at https://github.com/dearimgui/gl3w_stripped) * * 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. */ #ifndef __gl3w_h_ #define __gl3w_h_ // Adapted from KHR/khrplatform.h to avoid including entire file. #ifndef __khrplatform_h_ typedef float khronos_float_t; 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; #ifdef _WIN64 typedef signed long long int khronos_intptr_t; typedef signed long long int khronos_ssize_t; #else typedef signed long int khronos_intptr_t; typedef signed long int khronos_ssize_t; #endif #if defined(_MSC_VER) && !defined(__clang__) typedef signed __int64 khronos_int64_t; typedef unsigned __int64 khronos_uint64_t; #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) #include <stdint.h> typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #else typedef signed long long khronos_int64_t; typedef unsigned long long khronos_uint64_t; #endif #endif // __khrplatform_h_ #ifndef __gl_glcorearb_h_ #define __gl_glcorearb_h_ 1 #ifdef __cplusplus extern "C" { #endif /* ** Copyright 2013-2020 The Khronos Group Inc. ** SPDX-License-Identifier: MIT ** ** This header is generated from the Khronos OpenGL / OpenGL ES XML ** API Registry. The current version of the Registry, generator scripts ** used to make the header, and the header can be found at ** https://github.com/KhronosGroup/OpenGL-Registry */ #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> #endif #ifndef APIENTRY #define APIENTRY #endif #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif #ifndef GLAPI #define GLAPI extern #endif /* glcorearb.h is for use with OpenGL core profile implementations. ** It should should be placed in the same directory as gl.h and ** included as <GL/glcorearb.h>. ** ** glcorearb.h includes only APIs in the latest OpenGL core profile ** implementation together with APIs in newer ARB extensions which ** can be supported by the core profile. It does not, and never will ** include functionality removed from the core profile, such as ** fixed-function vertex and fragment processing. ** ** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or ** <GL/glext.h> in the same source file. */ /* Generated C header for: * API: gl * Profile: core * Versions considered: .* * Versions emitted: .* * Default extensions included: glcore * Additional extensions included: _nomatch_^ * Extensions removed: _nomatch_^ */ #ifndef GL_VERSION_1_0 typedef void GLvoid; typedef unsigned int GLenum; typedef khronos_float_t GLfloat; typedef int GLint; typedef int GLsizei; typedef unsigned int GLbitfield; typedef double GLdouble; typedef unsigned int GLuint; typedef unsigned char GLboolean; typedef khronos_uint8_t GLubyte; #define GL_COLOR_BUFFER_BIT 0x00004000 #define GL_FALSE 0 #define GL_TRUE 1 #define GL_TRIANGLES 0x0004 #define GL_ONE 1 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_FRONT_AND_BACK 0x0408 #define GL_POLYGON_MODE 0x0B40 #define GL_CULL_FACE 0x0B44 #define GL_DEPTH_TEST 0x0B71 #define GL_STENCIL_TEST 0x0B90 #define GL_VIEWPORT 0x0BA2 #define GL_BLEND 0x0BE2 #define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_TEST 0x0C11 #define GL_UNPACK_ROW_LENGTH 0x0CF2 #define GL_PACK_ALIGNMENT 0x0D05 #define GL_TEXTURE_2D 0x0DE1 #define GL_UNSIGNED_BYTE 0x1401 #define GL_UNSIGNED_SHORT 0x1403 #define GL_UNSIGNED_INT 0x1405 #define GL_FLOAT 0x1406 #define GL_RGBA 0x1908 #define GL_FILL 0x1B02 #define GL_VENDOR 0x1F00 #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 #define GL_LINEAR 0x2601 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLFLUSHPROC) (void); typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glClear (GLbitfield mask); GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI void APIENTRY glDisable (GLenum cap); GLAPI void APIENTRY glEnable (GLenum cap); GLAPI void APIENTRY glFlush (void); GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); GLAPI GLenum APIENTRY glGetError (void); GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); GLAPI const GLubyte *APIENTRY glGetString (GLenum name); GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); #endif #endif /* GL_VERSION_1_0 */ #ifndef GL_VERSION_1_1 typedef khronos_float_t GLclampf; typedef double GLclampd; #define GL_TEXTURE_BINDING_2D 0x8069 typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); #endif #endif /* GL_VERSION_1_1 */ #ifndef GL_VERSION_1_3 #define GL_TEXTURE0 0x84C0 #define GL_ACTIVE_TEXTURE 0x84E0 typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveTexture (GLenum texture); #endif #endif /* GL_VERSION_1_3 */ #ifndef GL_VERSION_1_4 #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_FUNC_ADD 0x8006 typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); GLAPI void APIENTRY glBlendEquation (GLenum mode); #endif #endif /* GL_VERSION_1_4 */ #ifndef GL_VERSION_1_5 typedef khronos_ssize_t GLsizeiptr; typedef khronos_intptr_t GLintptr; #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_STREAM_DRAW 0x88E0 typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); #endif #endif /* GL_VERSION_1_5 */ #ifndef GL_VERSION_2_0 typedef char GLchar; typedef khronos_int16_t GLshort; typedef khronos_int8_t GLbyte; typedef khronos_uint16_t GLushort; #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_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_COMPILE_STATUS 0x8B81 #define GL_LINK_STATUS 0x8B82 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_CURRENT_PROGRAM 0x8B8D #define GL_UPPER_LEFT 0x8CA2 typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); GLAPI void APIENTRY glCompileShader (GLuint shader); GLAPI GLuint APIENTRY glCreateProgram (void); GLAPI GLuint APIENTRY glCreateShader (GLenum type); GLAPI void APIENTRY glDeleteProgram (GLuint program); GLAPI void APIENTRY glDeleteShader (GLuint shader); GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); GLAPI void APIENTRY glLinkProgram (GLuint program); GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); GLAPI void APIENTRY glUseProgram (GLuint program); GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); #endif #endif /* GL_VERSION_2_0 */ #ifndef GL_VERSION_3_0 typedef khronos_uint16_t GLhalf; #define GL_MAJOR_VERSION 0x821B #define GL_MINOR_VERSION 0x821C #define GL_NUM_EXTENSIONS 0x821D #define GL_FRAMEBUFFER_SRGB 0x8DB9 #define GL_VERTEX_ARRAY_BINDING 0x85B5 typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); #ifdef GL_GLEXT_PROTOTYPES GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); GLAPI void APIENTRY glBindVertexArray (GLuint array); GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); #endif #endif /* GL_VERSION_3_0 */ #ifndef GL_VERSION_3_1 #define GL_VERSION_3_1 1 #define GL_PRIMITIVE_RESTART 0x8F9D #endif /* GL_VERSION_3_1 */ #ifndef GL_VERSION_3_2 #define GL_VERSION_3_2 1 typedef struct __GLsync *GLsync; typedef khronos_uint64_t GLuint64; typedef khronos_int64_t GLint64; typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); #endif #endif /* GL_VERSION_3_2 */ #ifndef GL_VERSION_3_3 #define GL_VERSION_3_3 1 #define GL_SAMPLER_BINDING 0x8919 typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); #endif #endif /* GL_VERSION_3_3 */ #ifndef GL_VERSION_4_1 typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); #endif /* GL_VERSION_4_1 */ #ifndef GL_VERSION_4_3 typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); #endif /* GL_VERSION_4_3 */ #ifndef GL_VERSION_4_5 #define GL_CLIP_ORIGIN 0x935C typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); #endif /* GL_VERSION_4_5 */ #ifndef GL_ARB_bindless_texture typedef khronos_uint64_t GLuint64EXT; #endif /* GL_ARB_bindless_texture */ #ifndef GL_ARB_cl_event struct _cl_context; struct _cl_event; #endif /* GL_ARB_cl_event */ #ifndef GL_ARB_clip_control #define GL_ARB_clip_control 1 #endif /* GL_ARB_clip_control */ #ifndef GL_ARB_debug_output typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); #endif /* GL_ARB_debug_output */ #ifndef GL_EXT_EGL_image_storage typedef void *GLeglImageOES; #endif /* GL_EXT_EGL_image_storage */ #ifndef GL_EXT_direct_state_access typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); #endif /* GL_EXT_direct_state_access */ #ifndef GL_NV_draw_vulkan_image typedef void (APIENTRY *GLVULKANPROCNV)(void); #endif /* GL_NV_draw_vulkan_image */ #ifndef GL_NV_gpu_shader5 typedef khronos_int64_t GLint64EXT; #endif /* GL_NV_gpu_shader5 */ #ifndef GL_NV_vertex_buffer_unified_memory typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); #endif /* GL_NV_vertex_buffer_unified_memory */ #ifdef __cplusplus } #endif #endif #ifndef GL3W_API #define GL3W_API #endif #ifndef __gl_h_ #define __gl_h_ #endif #ifdef __cplusplus extern "C" { #endif #define GL3W_OK 0 #define GL3W_ERROR_INIT -1 #define GL3W_ERROR_LIBRARY_OPEN -2 #define GL3W_ERROR_OPENGL_VERSION -3 typedef void (*GL3WglProc)(void); typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); /* gl3w api */ GL3W_API int imgl3wInit(void); GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); GL3W_API int imgl3wIsSupported(int major, int minor); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ union GL3WProcs { GL3WglProc ptr[58]; struct { PFNGLACTIVETEXTUREPROC ActiveTexture; PFNGLATTACHSHADERPROC AttachShader; PFNGLBINDBUFFERPROC BindBuffer; PFNGLBINDSAMPLERPROC BindSampler; PFNGLBINDTEXTUREPROC BindTexture; PFNGLBINDVERTEXARRAYPROC BindVertexArray; PFNGLBLENDEQUATIONPROC BlendEquation; PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; PFNGLBUFFERDATAPROC BufferData; PFNGLBUFFERSUBDATAPROC BufferSubData; PFNGLCLEARPROC Clear; PFNGLCLEARCOLORPROC ClearColor; PFNGLCOMPILESHADERPROC CompileShader; PFNGLCREATEPROGRAMPROC CreateProgram; PFNGLCREATESHADERPROC CreateShader; PFNGLDELETEBUFFERSPROC DeleteBuffers; PFNGLDELETEPROGRAMPROC DeleteProgram; PFNGLDELETESHADERPROC DeleteShader; PFNGLDELETETEXTURESPROC DeleteTextures; PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; PFNGLDETACHSHADERPROC DetachShader; PFNGLDISABLEPROC Disable; PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; PFNGLDRAWELEMENTSPROC DrawElements; PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; PFNGLENABLEPROC Enable; PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; PFNGLFLUSHPROC Flush; PFNGLGENBUFFERSPROC GenBuffers; PFNGLGENTEXTURESPROC GenTextures; PFNGLGENVERTEXARRAYSPROC GenVertexArrays; PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; PFNGLGETERRORPROC GetError; PFNGLGETINTEGERVPROC GetIntegerv; PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; PFNGLGETPROGRAMIVPROC GetProgramiv; PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; PFNGLGETSHADERIVPROC GetShaderiv; PFNGLGETSTRINGPROC GetString; PFNGLGETSTRINGIPROC GetStringi; PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; PFNGLISENABLEDPROC IsEnabled; PFNGLLINKPROGRAMPROC LinkProgram; PFNGLPIXELSTOREIPROC PixelStorei; PFNGLPOLYGONMODEPROC PolygonMode; PFNGLREADPIXELSPROC ReadPixels; PFNGLSCISSORPROC Scissor; PFNGLSHADERSOURCEPROC ShaderSource; PFNGLTEXIMAGE2DPROC TexImage2D; PFNGLTEXPARAMETERIPROC TexParameteri; PFNGLUNIFORM1IPROC Uniform1i; PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; PFNGLUSEPROGRAMPROC UseProgram; PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; PFNGLVIEWPORTPROC Viewport; } gl; }; GL3W_API extern union GL3WProcs imgl3wProcs; /* OpenGL functions */ #define glActiveTexture imgl3wProcs.gl.ActiveTexture #define glAttachShader imgl3wProcs.gl.AttachShader #define glBindBuffer imgl3wProcs.gl.BindBuffer #define glBindSampler imgl3wProcs.gl.BindSampler #define glBindTexture imgl3wProcs.gl.BindTexture #define glBindVertexArray imgl3wProcs.gl.BindVertexArray #define glBlendEquation imgl3wProcs.gl.BlendEquation #define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate #define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate #define glBufferData imgl3wProcs.gl.BufferData #define glBufferSubData imgl3wProcs.gl.BufferSubData #define glClear imgl3wProcs.gl.Clear #define glClearColor imgl3wProcs.gl.ClearColor #define glCompileShader imgl3wProcs.gl.CompileShader #define glCreateProgram imgl3wProcs.gl.CreateProgram #define glCreateShader imgl3wProcs.gl.CreateShader #define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers #define glDeleteProgram imgl3wProcs.gl.DeleteProgram #define glDeleteShader imgl3wProcs.gl.DeleteShader #define glDeleteTextures imgl3wProcs.gl.DeleteTextures #define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays #define glDetachShader imgl3wProcs.gl.DetachShader #define glDisable imgl3wProcs.gl.Disable #define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray #define glDrawElements imgl3wProcs.gl.DrawElements #define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex #define glEnable imgl3wProcs.gl.Enable #define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray #define glFlush imgl3wProcs.gl.Flush #define glGenBuffers imgl3wProcs.gl.GenBuffers #define glGenTextures imgl3wProcs.gl.GenTextures #define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays #define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation #define glGetError imgl3wProcs.gl.GetError #define glGetIntegerv imgl3wProcs.gl.GetIntegerv #define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog #define glGetProgramiv imgl3wProcs.gl.GetProgramiv #define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog #define glGetShaderiv imgl3wProcs.gl.GetShaderiv #define glGetString imgl3wProcs.gl.GetString #define glGetStringi imgl3wProcs.gl.GetStringi #define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation #define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv #define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv #define glIsEnabled imgl3wProcs.gl.IsEnabled #define glLinkProgram imgl3wProcs.gl.LinkProgram #define glPixelStorei imgl3wProcs.gl.PixelStorei #define glPolygonMode imgl3wProcs.gl.PolygonMode #define glReadPixels imgl3wProcs.gl.ReadPixels #define glScissor imgl3wProcs.gl.Scissor #define glShaderSource imgl3wProcs.gl.ShaderSource #define glTexImage2D imgl3wProcs.gl.TexImage2D #define glTexParameteri imgl3wProcs.gl.TexParameteri #define glUniform1i imgl3wProcs.gl.Uniform1i #define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv #define glUseProgram imgl3wProcs.gl.UseProgram #define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer #define glViewport imgl3wProcs.gl.Viewport #ifdef __cplusplus } #endif #endif #ifdef IMGL3W_IMPL #ifdef __cplusplus extern "C" { #endif #include <stdlib.h> #define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) #if defined(_WIN32) #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> static HMODULE libgl; typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); static GL3WglGetProcAddr wgl_get_proc_address; static int open_libgl(void) { libgl = LoadLibraryA("opengl32.dll"); if (!libgl) return GL3W_ERROR_LIBRARY_OPEN; wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); return GL3W_OK; } static void close_libgl(void) { FreeLibrary(libgl); } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; res = (GL3WglProc)wgl_get_proc_address(proc); if (!res) res = (GL3WglProc)GetProcAddress(libgl, proc); return res; } #elif defined(__APPLE__) #include <dlfcn.h> static void *libgl; static int open_libgl(void) { libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); if (!libgl) return GL3W_ERROR_LIBRARY_OPEN; return GL3W_OK; } static void close_libgl(void) { dlclose(libgl); } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; *(void **)(&res) = dlsym(libgl, proc); return res; } #else #include <dlfcn.h> static void *libgl; static GL3WglProc (*glx_get_proc_address)(const GLubyte *); static int open_libgl(void) { libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); if (!libgl) return GL3W_ERROR_LIBRARY_OPEN; *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); return GL3W_OK; } static void close_libgl(void) { dlclose(libgl); } static GL3WglProc get_proc(const char *proc) { GL3WglProc res; res = glx_get_proc_address((const GLubyte *)proc); if (!res) *(void **)(&res) = dlsym(libgl, proc); return res; } #endif static struct { int major, minor; } version; static int parse_version(void) { if (!glGetIntegerv) return GL3W_ERROR_INIT; glGetIntegerv(GL_MAJOR_VERSION, &version.major); glGetIntegerv(GL_MINOR_VERSION, &version.minor); if (version.major < 3) return GL3W_ERROR_OPENGL_VERSION; return GL3W_OK; } static void load_procs(GL3WGetProcAddressProc proc); int imgl3wInit(void) { int res = open_libgl(); if (res) return res; atexit(close_libgl); return imgl3wInit2(get_proc); } int imgl3wInit2(GL3WGetProcAddressProc proc) { load_procs(proc); return parse_version(); } int imgl3wIsSupported(int major, int minor) { if (major < 3) return 0; if (version.major == major) return version.minor >= minor; return version.major >= major; } GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } static const char *proc_names[] = { "glActiveTexture", "glAttachShader", "glBindBuffer", "glBindSampler", "glBindTexture", "glBindVertexArray", "glBlendEquation", "glBlendEquationSeparate", "glBlendFuncSeparate", "glBufferData", "glBufferSubData", "glClear", "glClearColor", "glCompileShader", "glCreateProgram", "glCreateShader", "glDeleteBuffers", "glDeleteProgram", "glDeleteShader", "glDeleteTextures", "glDeleteVertexArrays", "glDetachShader", "glDisable", "glDisableVertexAttribArray", "glDrawElements", "glDrawElementsBaseVertex", "glEnable", "glEnableVertexAttribArray", "glFlush", "glGenBuffers", "glGenTextures", "glGenVertexArrays", "glGetAttribLocation", "glGetError", "glGetIntegerv", "glGetProgramInfoLog", "glGetProgramiv", "glGetShaderInfoLog", "glGetShaderiv", "glGetString", "glGetStringi", "glGetUniformLocation", "glGetVertexAttribPointerv", "glGetVertexAttribiv", "glIsEnabled", "glLinkProgram", "glPixelStorei", "glPolygonMode", "glReadPixels", "glScissor", "glShaderSource", "glTexImage2D", "glTexParameteri", "glUniform1i", "glUniformMatrix4fv", "glUseProgram", "glVertexAttribPointer", "glViewport", }; GL3W_API union GL3WProcs imgl3wProcs; static void load_procs(GL3WGetProcAddressProc proc) { size_t i; for (i = 0; i < ARRAY_SIZE(proc_names); i++) imgl3wProcs.ptr[i] = proc(proc_names[i]); } #ifdef __cplusplus } #endif #endif
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_demo.cpp
.cpp
427,175
8,267
// dear imgui, v1.89 WIP // (demo code) // Help: // - Read FAQ at http://dearimgui.org/faq // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for more details, documentation and comments. // Get the latest version at https://github.com/ocornut/imgui // Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: // Do NOT remove this file from your project! 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! 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) // Message to beginner C/C++ programmers about the meaning of the 'static' keyword: // In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls, // so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to // gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller // in size. It also happens to be 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 real data you would be editing is likely going to be stored outside your functions. // 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_internal.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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. /* Index of this file: // [SECTION] Forward Declarations, Helpers // [SECTION] Demo Window / ShowDemoWindow() // - sub section: ShowDemoWindowWidgets() // - sub section: ShowDemoWindowLayout() // - sub section: ShowDemoWindowPopups() // - sub section: ShowDemoWindowTables() // - sub section: ShowDemoWindowMisc() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [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: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE // System includes #include <ctype.h> // toupper #include <limits.h> // INT_MIN, INT_MAX #include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf #include <stdio.h> // vsnprintf, sscanf, printf #include <stdlib.h> // NULL, malloc, free, atoi #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include <stddef.h> // intptr_t #else #include <stdint.h> // intptr_t #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 a 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-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 #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #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. #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, printing 64-bit hasn't been decently standardized... // In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself. #ifdef _MSC_VER #define IM_PRId64 "I64d" #define IM_PRIu64 "I64u" #else #define IM_PRId64 "lld" #define IM_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, Helpers //----------------------------------------------------------------------------- #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations static void ShowExampleAppDockSpace(bool* p_open); static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppMainMenuBar(); static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); static void ShowExampleAppPropertyEditor(bool* p_open); static void ShowExampleAppLongText(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppFullscreen(bool* p_open); static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); // 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::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); ImGui::EndTooltip(); } } static void ShowDockingDisabledMessage() { ImGuiIO& io = ImGui::GetIO(); ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); ImGui::SameLine(0.0f, 0.0f); if (ImGui::SmallButton("click here")) io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; } // Helper to wire demo markers located in code to a 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) // Helper to display basic user controls. void ImGui::ShowUserGuide() { ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); ImGui::BulletText( "Click and drag on lower corner to resize window\n" "(double-click to auto fit window to its contents)."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Tab to select a window."); if (io.FontAllowUserScaling) ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); ImGui::BulletText("While inputing text:\n"); ImGui::Indent(); ImGui::BulletText("CTRL+Left/Right to word jump."); ImGui::BulletText("CTRL+A or double-click to select all."); ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); ImGui::BulletText("ESCAPE to revert."); ImGui::Unindent(); ImGui::BulletText("With keyboard navigation enabled:"); ImGui::Indent(); ImGui::BulletText("Arrow keys to navigate."); ImGui::BulletText("Space to activate a widget."); ImGui::BulletText("Return to input text into a widget."); ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); ImGui::BulletText("Alt to jump to the menu layer of a window."); ImGui::Unindent(); } //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- // - ShowDemoWindowWidgets() // - ShowDemoWindowLayout() // - ShowDemoWindowPopups() // - ShowDemoWindowTables() // - ShowDemoWindowColumns() // - ShowDemoWindowMisc() //----------------------------------------------------------------------------- // We split the contents of the big ShowDemoWindow() function into smaller functions // (because the link time of very large functions grow non-linearly) static void ShowDemoWindowWidgets(); static void ShowDemoWindowLayout(); static void ShowDemoWindowPopups(); static void ShowDemoWindowTables(); static void ShowDemoWindowColumns(); static void ShowDemoWindowMisc(); // 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 ImGui functions would normally just crash if the context is missing. IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Examples Apps (accessible from the "Examples" menu) static bool show_app_main_menu_bar = false; static bool show_app_dockspace = false; static bool show_app_documents = false; static bool show_app_console = false; static bool show_app_log = false; static bool show_app_layout = false; static bool show_app_property_editor = false; static bool show_app_long_text = false; static bool show_app_auto_resize = false; static bool show_app_constrained_resize = false; static bool show_app_simple_overlay = false; static bool show_app_fullscreen = false; static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() if (show_app_console) ShowExampleAppConsole(&show_app_console); if (show_app_log) ShowExampleAppLog(&show_app_log); if (show_app_layout) ShowExampleAppLayout(&show_app_layout); if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; static bool show_app_debug_log = false; static bool show_app_stack_tool = false; static bool show_app_about = false; static bool show_app_style_editor = false; if (show_app_metrics) ImGui::ShowMetricsWindow(&show_app_metrics); if (show_app_debug_log) ImGui::ShowDebugLogWindow(&show_app_debug_log); if (show_app_stack_tool) ImGui::ShowStackToolWindow(&show_app_stack_tool); if (show_app_about) ImGui::ShowAboutWindow(&show_app_about); if (show_app_style_editor) { ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); 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 no_docking = 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 (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; 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 "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Menu Bar 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, &show_app_main_menu_bar); ImGui::MenuItem("Console", NULL, &show_app_console); ImGui::MenuItem("Log", NULL, &show_app_log); ImGui::MenuItem("Simple layout", NULL, &show_app_layout); ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); ImGui::MenuItem("Long text display", NULL, &show_app_long_text); ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! if (ImGui::BeginMenu("Tools")) { IMGUI_DEMO_MARKER("Menu/Tools"); #ifndef IMGUI_DISABLE_DEBUG_TOOLS const bool has_debug_tools = true; #else const bool has_debug_tools = false; #endif ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools); ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools); ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Spacing(); IMGUI_DEMO_MARKER("Help"); if (ImGui::CollapsingHeader("Help")) { ImGui::Text("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::Separator(); ImGui::Text("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 http://www.dearimgui.org/faq/"); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); ImGui::Separator(); ImGui::Text("USER GUIDE:"); ImGui::ShowUserGuide(); } IMGUI_DEMO_MARKER("Configuration"); if (ImGui::CollapsingHeader("Configuration")) { ImGuiIO& io = ImGui::GetIO(); if (ImGui::TreeNode("Configuration##2")) { 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: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) { // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) { ImGui::SameLine(); ImGui::Text("<<PRESS SPACE TO DISABLE>>"); } if (ImGui::IsKeyPressed(ImGuiKey_Space)) 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: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); ImGui::SameLine(); if (io.ConfigDockingWithShift) HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); else HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGui::Indent(); ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); ImGui::Unindent(); } ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::Indent(); ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); ImGui::Unindent(); } 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.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.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); 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::Text("Also see Style->Rendering for rendering options."); ImGui::TreePop(); ImGui::Separator(); } 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."); // Make a local copy to avoid modifying actual backend flags. // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent.. ImGuiBackendFlags backend_flags = io.BackendFlags; ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors); ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos); ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &backend_flags, ImGuiBackendFlags_PlatformHasViewports); ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &backend_flags, ImGuiBackendFlags_RendererHasViewports); ImGui::TreePop(); ImGui::Separator(); } IMGUI_DEMO_MARKER("Configuration/Style"); if (ImGui::TreeNode("Style")) { HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); ImGui::ShowStyleEditor(); ImGui::TreePop(); ImGui::Separator(); } 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("No docking", &no_docking); ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); ImGui::EndTable(); } } // All demo contents ShowDemoWindowWidgets(); ShowDemoWindowLayout(); ShowDemoWindowPopups(); ShowDemoWindowTables(); ShowDemoWindowMisc(); // End of ShowDemoWindow() ImGui::PopItemWidth(); ImGui::End(); } static void ShowDemoWindowWidgets() { IMGUI_DEMO_MARKER("Widgets"); if (!ImGui::CollapsingHeader("Widgets")) return; static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom if (disable_all) ImGui::BeginDisabled(); IMGUI_DEMO_MARKER("Widgets/Basic"); if (ImGui::TreeNode("Basic")) { 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); // 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::PushButtonRepeat(true); if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } ImGui::SameLine(0.0f, spacing); if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } ImGui::PopButtonRepeat(); ImGui::SameLine(); ImGui::Text("%d", counter); IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips"); ImGui::Text("Hover over me"); if (ImGui::IsItemHovered()) ImGui::SetTooltip("I am a tooltip"); ImGui::SameLine(); ImGui::Text("- or me"); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); 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::EndTooltip(); } ImGui::Separator(); ImGui::LabelText("label", "Value"); { // 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.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); } { // 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 clipboard.\n" "CTRL+Z,CTRL+Y undo/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_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); static int i1 = 50, i2 = 42; 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); 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_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); ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } { 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 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.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); } ImGui::TreePop(); } // Testing ImGuiOnceUponAFrame helper. //static ImGuiOnceUponAFrame once; //for (int i = 0; i < 5; i++) // if (once) // ImGui::Text("This will be displayed only once."); IMGUI_DEMO_MARKER("Widgets/Trees"); if (ImGui::TreeNode("Trees")) { IMGUI_DEMO_MARKER("Widgets/Trees/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); if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) { ImGui::Text("blah blah"); ImGui::SameLine(); if (ImGui::SmallButton("button")) {} ImGui::TreePop(); } } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Trees/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::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 (node_open) { ImGui::BulletText("Blah blah\nBlah Blah"); 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(); } 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(); } 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(); } 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/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 appears 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)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. 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(); } 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! // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that // will be passed to the rendering backend via the ImDrawCmd structure. // 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 expect to be stored in ImTextureID, 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. // More: // - 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 ImTextureID my_tex_id = io.Fonts->TexID; float my_tex_w = (float)io.Fonts->TexWidth; float my_tex_h = (float)io.Fonts->TexHeight; { 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 ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); 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::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); ImGui::EndTooltip(); } } 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(); } IMGUI_DEMO_MARKER("Widgets/Combo"); if (ImGui::TreeNode("Combo")) { // 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 the other flag, as we cannot combine both if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both // 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_current_idx = 0; // Here we store our selection data as an index. const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { const bool is_selected = (item_current_idx == n); if (ImGui::Selectable(items[n], is_selected)) item_current_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } // 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 2 (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 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); // Simplified one-liner Combo() using an accessor function struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } }; static int item_current_4 = 0; ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/List Boxes"); if (ImGui::TreeNode("List boxes")) { // 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_current_idx = 0; // Here we store our selection data as an index. if (ImGui::BeginListBox("listbox 1")) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { const bool is_selected = (item_current_idx == n); if (ImGui::Selectable(items[n], is_selected)) item_current_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndListBox(); } // 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++) { const bool is_selected = (item_current_idx == n); if (ImGui::Selectable(items[n], is_selected)) item_current_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndListBox(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables"); 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, false }; ImGui::Selectable("1. I am selectable", &selection[0]); ImGui::Selectable("2. I am selectable", &selection[1]); ImGui::Text("(I am not selectable)"); ImGui::Selectable("4. I am selectable", &selection[3]); if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) if (ImGui::IsMouseDoubleClicked(0)) selection[4] = !selection[4]; ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); if (ImGui::TreeNode("Selection State: Single Selection")) { 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(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); if (ImGui::TreeNode("Selection State: Multiple Selection")) { 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; } } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); if (ImGui::TreeNode("Rendering more text into the same line")) { // Using the Selectable() override that takes "bool* p_selected" parameter, // this function toggle your bool value automatically. static bool selected[3] = { false, false, false }; ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); if (ImGui::TreeNode("In columns")) { 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(); } // 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 <string> in here)"); ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); 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 { // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } }; static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); 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>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); ImGui::TreePop(); } 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, 64, 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, 64, 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, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + 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<char>* my_str = (ImVector<char>*)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<char>* 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<char> 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::TreePop(); } // Tabs 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); if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); // Tab Bar 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++) { if (n > 0) { 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<int> 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_FittingPolicyResizeDown; ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); 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 "+") // Note that we submit it before the regular tabs, but because of 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(); } // 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")) { static bool animate = true; ImGui::Checkbox("Animate", &animate); // Plot as lines and plot as histogram IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); 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)); // 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 rather 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::Separator(); 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", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); ImGui::Separator(); // Animate a simple progress bar IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); static float progress = 0.0f, progress_dir = 1.0f; if (animate) { 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); ImGui::TreePop(); } 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 bool alpha_preview = true; static bool alpha_half_preview = false; static bool drag_and_drop = true; static bool options_menu = true; static bool hdr = false; ImGui::Checkbox("With Alpha Preview", &alpha_preview); ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); ImGui::Checkbox("With Drag and Drop", &drag_and_drop); ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); 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, misc_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 | misc_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); ImGui::Text("Color widget with Float Display:"); ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_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 | misc_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, misc_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, misc_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, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); ImGui::Text("Color picker:"); static bool alpha = true; static bool alpha_bar = true; static bool side_preview = true; static bool ref_color = false; static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); static int display_mode = 0; static int picker_mode = 0; ImGui::Checkbox("With Alpha", &alpha); ImGui::Checkbox("With Alpha Bar", &alpha_bar); ImGui::Checkbox("With Side Preview", &side_preview); if (side_preview) { ImGui::SameLine(); ImGui::Checkbox("With Ref Color", &ref_color); if (ref_color) { ImGui::SameLine(); ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); } } ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\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()."); ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; 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 both a small version of both types of pickers (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); // 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(); } 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::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); 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."); // 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::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); // Sliders static float slider_f = 0.5f; static int slider_i = 50; ImGui::Text("Underlying float value: %f", slider_f); ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Widgets/Range Widgets"); if (ImGui::TreeNode("Range Widgets")) { 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(); } 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 types. // 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::Text("Drags:"); ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker( "As with every widgets 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::Text("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,"%" IM_PRId64); ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms"); ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_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::Text("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, "%" IM_PRId64); ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); static bool inputs_step = true; ImGui::Text("Inputs"); ImGui::Checkbox("Show step buttons", &inputs_step); ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X"); ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X"); ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); ImGui::TreePop(); } 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::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::Spacing(); 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::Spacing(); 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::TreePop(); } 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(); } 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)")) { // 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::TreePop(); } ImGui::TreePop(); } 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 item item 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::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // 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", &current, items, IM_ARRAYSIZE(items)); } if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } // 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(_AllowWhenOverlapped) = %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_AllowWhenOverlapped), 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 ); 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), true); // Testing IsWindowFocused() function with its various flags. ImGui::BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", ImGui::IsWindowFocused(), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), 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|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AnyWindow) = %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_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); ImGui::BeginChild("child", ImVec2(0, 50), true); 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. // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). static bool test_window = false; ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); if (test_window) { // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? 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(); } // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) if (disable_all) ImGui::EndDisabled(); IMGUI_DEMO_MARKER("Widgets/Disable Block"); if (ImGui::TreeNode("Disable block")) { ImGui::Checkbox("Disable entire section above", &disable_all); ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); ImGui::TreePop(); } } static void ShowDemoWindowLayout() { IMGUI_DEMO_MARKER("Layout"); if (!ImGui::CollapsingHeader("Layout & Scrolling")) return; IMGUI_DEMO_MARKER("Layout/Child windows"); if (ImGui::TreeNode("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), false, 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), true, 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(); } ImGui::Separator(); // 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; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); 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::PopStyleColor(); 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(); // 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("##float5a", &f); if (show_indented_items) { ImGui::Indent(); ImGui::DragFloat("float (indented)##5b", &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(); //if (ImGui::IsItemHovered()) ImGui::SetTooltip("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::GetWindowPos().x + ImGui::GetWindowContentRegionMax().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(); if (ImGui::IsItemHovered()) ImGui::SetTooltip("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"); 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 const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; ImGui::Button("Button##1"); ImGui::SameLine(0.0f, spacing); if (ImGui::TreeNode("Node##1")) { // 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), true, 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), true, 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, true, 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 of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse '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), true); ImGui::EndChild(); } ImGui::End(); } ImGui::TreePop(); } IMGUI_DEMO_MARKER("Layout/Clipping"); if (ImGui::TreeNode("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(); } } static void ShowDemoWindowPopups() { 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 ? "<None>" : names[selected_fish]); if (ImGui::BeginPopup("my_select_popup")) { ImGui::Text("Aquarium"); ImGui::Separator(); 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"); if (ImGui::IsItemHovered()) ImGui::SetTooltip("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 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" }; for (int n = 0; n < 5; n++) { ImGui::Selectable(names[n]); if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id { ImGui::Text("This a popup for \"%s\"!", names[n]); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } if (ImGui::IsItemHovered()) ImGui::SetTooltip("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!\n\n"); 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!"); 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<MyItem> template if this structure if 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; // 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 differenciate 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::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (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::IsItemHovered()) { ImGui::BeginTooltip(); 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"); } 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); } static void ShowDemoWindowTables() { //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("Open all")) open_action = 1; ImGui::SameLine(); if (ImGui::Button("Close 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 columns. 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 roes 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 cells 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_BordersInnerV\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 appears 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 too much. 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 columns is "Stretch" // Each 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 appears in Headers)"); 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 emphasis 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\nWe 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 + ScrollX together 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)) { for (int column = 0; column < column_count; column++) ImGui::TableSetupColumn(column_names[column], column_flags[column]); 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++) { ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. 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 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 demonstrate 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\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) { for (int row = 0; row < 10; 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(); } 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 flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; if (ImGui::BeginTable("3ways", 3, 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); if (is_folder) { bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); 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, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); ImGui::TableNextColumn(); ImGui::Text("%d", node->Size); ImGui::TableNextColumn(); ImGui::TextUnformatted(node->Type); } } }; static const MyTreeNode nodes[] = { { "Root", "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 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(); } 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 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.\nUsing 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-colum 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."); 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, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); for (int cell = 0; cell < 9; 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<MyItem> 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* sorts_specs = ImGui::TableGetSortSpecs()) if (sorts_specs->SpecsDirty) { MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. if (items.Size > 1) qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); MyItem::s_current_sort_specs = NULL; sorts_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; 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 affects 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 appears 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 appears 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("Other:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("show_headers", &show_headers); 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 column.\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<MyItem> items; static ImVector<int> 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", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 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, 0.0f, MyItemColumnID_Quantity); ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); // Sort our data if sort specs have been changed! ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs(); if (sorts_specs && sorts_specs->SpecsDirty) items_need_sort = true; if (sorts_specs && items_need_sort && items.Size > 1) { MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); MyItem::s_current_sort_specs = NULL; sorts_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) ImGui::TableHeadersRow(); // Show data // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? ImGui::PushButtonRepeat(true); #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_AllowItemOverlap : 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 a more advanced system in your code 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(); } } ImGui::PopButtonRepeat(); // 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(); ShowDemoWindowColumns(); 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 ShowDemoWindowColumns() { 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::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::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, false, 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(); } namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } static void ShowDemoWindowMisc() { IMGUI_DEMO_MARKER("Filtering"); if (ImGui::CollapsingHeader("Filtering")) { // Helper class to easy setup a text filter. // You may want to implement a more feature-full filtering scheme in your own application. 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_DEMO_MARKER("Inputs, Navigation & Focus"); if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) { ImGuiIO& io = ImGui::GetIO(); // Display ImGuiIO output flags IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output"); ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode("Output")) { 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::TreePop(); } // Display Mouse state IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State"); if (ImGui::TreeNode("Mouse State")) { if (ImGui::IsMousePosValid()) ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse pos: <INVALID>"); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); int count = IM_ARRAYSIZE(io.MouseDown); ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); } ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused ImGui::TreePop(); } // Display Keyboard/Mouse state IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State"); if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State")) { // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends. // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN; #else struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array const ImGuiKey key_first = 0; //ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } #endif ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%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. // Draw an arbitrary US keyboard layout to visualize translated keys { const ImVec2 key_size = ImVec2(35.0f, 35.0f); const float key_rounding = 3.0f; const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); const float key_face_rounding = 2.0f; const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); const float key_row_offset = 9.0f; ImVec2 board_min = ImGui::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. ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y)); if (ImGui::IsItemVisible()) { ImDrawList* draw_list = ImGui::GetWindowDrawList(); 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 = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y); 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 (ImGui::IsKeyDown(key_data->Key)) draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); } draw_list->PopClipRect(); } } ImGui::TreePop(); } if (ImGui::TreeNode("Capture override")) { 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)."); ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); 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()", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); ImGui::SliderInt("SetNextFrameWantCaptureKeyboard()", &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(256.0f, 192.0f)); // 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_DEMO_MARKER("Inputs, Navigation & 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::PushAllowKeyboardFocus(false); 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::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } IMGUI_DEMO_MARKER("Inputs, Navigation & 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::PushAllowKeyboardFocus(false); 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::PopAllowKeyboardFocus(); if (has_focus) ImGui::Text("Item with focus: %d", has_focus); else ImGui::Text("Item with focus: <none>"); // 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, Navigation & 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(); } IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse cursors"); if (ImGui::TreeNode("Mouse cursors")) { const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGuiMouseCursor current = ImGui::GetMouseCursor(); ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); 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(); } } } //----------------------------------------------------------------------------- // [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", ImGui::GetVersion()); ImGui::Separator(); ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); 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::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); if (copy_to_clipboard) { ImGui::LogToClipboard(); ImGui::LogText("```\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_DISABLE_OBSOLETE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); #endif #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); #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_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 IMGUI_HAS_VIEWPORT ImGui::Text("define: IMGUI_HAS_VIEWPORT"); #endif #ifdef IMGUI_HAS_DOCK ImGui::Text("define: IMGUI_HAS_DOCK"); #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_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); 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_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); 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::EndChildFrame(); } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- // - ShowFontSelector() // - ShowStyleSelector() // - ShowStyleEditor() //----------------------------------------------------------------------------- // Forward declare ShowFontAtlas() which isn't worth putting in public API yet namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } // 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 = ImGui::GetIO(); ImFont* font_current = ImGui::GetFont(); if (ImGui::BeginCombo(label, font_current->GetDebugName())) { for (int n = 0; n < io.Fonts->Fonts.Size; n++) { ImFont* font = io.Fonts->Fonts[n]; ImGui::PushID((void*)font); if (ImGui::Selectable(font->GetDebugName(), font == font_current)) io.FontDefault = font; ImGui::PopID(); } ImGui::EndCombo(); } ImGui::SameLine(); HelpMarker( "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\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()."); } // 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; } 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 = ImGui::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; ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); if (ImGui::ShowStyleSelector("Colors##Selector")) ref_saved_style = style; ImGui::ShowFontSelector("Fonts##Selector"); // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) if (ImGui::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 (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } // Save/Revert button if (ImGui::Button("Save Ref")) *ref = ref_saved_style = style; ImGui::SameLine(); if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); HelpMarker( "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " "Use \"Export\" below to save them somewhere."); ImGui::Separator(); if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) { if (ImGui::BeginTabItem("Sizes")) { ImGui::Text("Main"); ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); ImGui::Text("Borders"); ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::Text("Rounding"); ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); int window_menu_button_position = style.WindowMenuButtonPosition + 1; if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) style.WindowMenuButtonPosition = window_menu_button_position - 1; ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Colors")) { static int output_dest = 0; static bool output_only_modified = true; if (ImGui::Button("Export")) { if (output_dest == 0) ImGui::LogToClipboard(); else ImGui::LogToTTY(); ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); for (int i = 0; i < ImGuiCol_COUNT; i++) { const ImVec4& col = style.Colors[i]; const char* name = ImGui::GetStyleColorName(i); if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) ImGui::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); } ImGui::LogFinish(); } ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); static ImGuiTextFilter filter; filter.Draw("Filter colors", ImGui::GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); HelpMarker( "In the color list:\n" "Left-click on color square to open color picker,\n" "Right-click to open edit options menu."); ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); ImGui::PushItemWidth(-160); for (int i = 0; i < ImGuiCol_COUNT; i++) { const char* name = ImGui::GetStyleColorName(i); if (!filter.PassFilter(name)) continue; ImGui::PushID(i); ImGui::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! ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); ImGui::TextUnformatted(name); ImGui::PopID(); } ImGui::PopItemWidth(); ImGui::EndChild(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Fonts")) { ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); ImGui::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). 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."); static float window_scale = 1.0f; ImGui::PushItemWidth(ImGui::GetFontSize() * 8); if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window ImGui::SetWindowFontScale(window_scale); ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything ImGui::PopItemWidth(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Rendering")) { ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); ImGui::SameLine(); HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::PushItemWidth(ImGui::GetFontSize() * 8); ImGui::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. ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); if (ImGui::IsItemActive()) { ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); ImGui::BeginTooltip(); ImGui::TextUnformatted("(R = radius, N = number of segments)"); ImGui::Spacing(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: 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); ImGui::BeginGroup(); ImGui::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 = ImGui::GetCursorScreenPos(); draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); /* const ImVec2 p2 = ImGui::GetCursorScreenPos(); draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); */ ImGui::EndGroup(); ImGui::SameLine(); } ImGui::EndTooltip(); } ImGui::SameLine(); HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); ImGui::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. ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); ImGui::PopItemWidth(); ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::PopItemWidth(); } //----------------------------------------------------------------------------- // [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), true); 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)) {} 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<char*> Items; ImVector<const char*> Commands; ImVector<char*> 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++) free(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 = malloc(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++) free(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 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(); ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, 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 (int i = 0; i < Items.Size; i++) { const char* item = Items[i]; 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(); 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_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) { free(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<const char*> 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 inputing "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<int> 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(); ImGui::BeginChild("scrolling", ImVec2(0, 0), false, 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 a random access on the result on 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 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(); 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")) *p_open = false; ImGui::EndMenu(); } ImGui::EndMenuBar(); } // Left static int selected = 0; { ImGui::BeginChild("left pane", ImVec2(150, 0), true); 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() //----------------------------------------------------------------------------- static void ShowPlaceholderObject(const char* prefix, int uid) { // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. ImGui::PushID(uid); // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. ImGui::TableNextRow(); ImGui::TableSetColumnIndex(0); ImGui::AlignTextToFramePadding(); bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); ImGui::TableSetColumnIndex(1); ImGui::Text("my sailor is rich"); if (node_open) { static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; for (int i = 0; i < 8; i++) { ImGui::PushID(i); // Use field index as identifier. if (i < 2) { ShowPlaceholderObject("Child", 424242); } else { // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) ImGui::TableNextRow(); ImGui::TableSetColumnIndex(0); ImGui::AlignTextToFramePadding(); ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; ImGui::TreeNodeEx("Field", flags, "Field_%d", i); ImGui::TableSetColumnIndex(1); ImGui::SetNextItemWidth(-FLT_MIN); if (i >= 5) ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); else ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); ImGui::NextColumn(); } ImGui::PopID(); } ImGui::TreePop(); } ImGui::PopID(); } // Demonstrate create a simple property editor. static void ShowExampleAppPropertyEditor(bool* p_open) { ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) { ImGui::End(); return; } IMGUI_DEMO_MARKER("Examples/Property Editor"); HelpMarker( "This example shows how you may implement a property editor using two columns.\n" "All objects/fields data are dummies here.\n" "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n" "your cursor horizontally instead of using the Columns() API."); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable)) { // Iterate placeholder objects (all the same data) for (int obj_i = 0; obj_i < 4; obj_i++) { ShowPlaceholderObject("Object", obj_i); //ImGui::Separator(); } ImGui::EndTable(); } ImGui::PopStyleVar(); 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. static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints { // Helper functions to demonstrate programmatic constraints 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)(int)(intptr_t)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[] = { "Resize vertical only", "Resize horizontal only", "Width > 100, Height > 100", "Width 400-500", "Height 400-500", "Custom: Always Square", "Custom: Fixed Steps (100)", }; static bool auto_resize = false; static int type = 0; static int display_lines = 10; if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) { IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); if (ImGui::IsWindowDocked()) ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } ImGui::SetNextItemWidth(200); ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); ImGui::SetNextItemWidth(200); ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); ImGui::Checkbox("Auto-resize", &auto_resize); 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 corner = 0; ImGuiIO& io = ImGui::GetIO(); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner != -1) { 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 = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui::SetNextWindowViewport(viewport->ID); 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" "in the corner of the screen.\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: <invalid>"); if (ImGui::BeginPopupContextWindow()) { if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 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 of 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 using "##" and "###" in identifiers to manipulate ID generation. // This apply 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() //----------------------------------------------------------------------------- // 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; 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->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 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 // Quadratic Bezier Curve (3 control points) ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; // Cubic Bezier Curve (4 control points) ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); x = p.x + 4; y += sz + spacing; } 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->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 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) 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)); ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Canvas")) { static ImVector<ImVec2> 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), true, 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(); } ImGui::EndTabBar(); } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() //----------------------------------------------------------------------------- // Demonstrate using DockSpace() to create an explicit docking node within an existing window. // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. // - Drag from window menu button (upper-left button) to undock an entire node (all windows). // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. // About dockspaces: // - Use DockSpace() to create an explicit dock node _within_ an existing window. // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. // (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, // because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create // your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. void ShowExampleAppDockSpace(bool* p_open) { // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! // In this specific demo, we are not using DockSpaceOverViewport() because: // - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) // - we allow the host window to have padding (when opt_padding == true) // - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your code!) // TL;DR; this demo is more complicated than what you would normally use. // If we removed all the options we are showcasing, this demo would become: // void ShowExampleAppDockSpace() // { // ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); // } static bool opt_fullscreen = true; static bool opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, // because it would be confusing to have two docking targets within each others. ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } else { dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; } // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background // and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; // Important: note that we proceed even if Begin() returns false (aka window is collapsed). // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, // all active windows docked into it will lose their parent and become undocked. // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. if (!opt_padding) ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace Demo", p_open, window_flags); if (!opt_padding) ImGui::PopStyleVar(); if (opt_fullscreen) ImGui::PopStyleVar(2); // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } else { ShowDockingDisabledMessage(); } if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Options")) { // Disabling fullscreen would allow the window to be moved to the front of other windows, // which we can't undo at the moment without finer window depth/z control. ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); ImGui::MenuItem("Padding", NULL, &opt_padding); ImGui::Separator(); if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; } if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; } if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } ImGui::Separator(); if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) *p_open = false; ImGui::EndMenu(); } HelpMarker( "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" "- Drag from window title bar or their tab to dock/undock." "\n" "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" "This demo app has nothing to do with enabling docking!" "\n\n" "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" "Read comments in ShowExampleAppDockSpace() for more details."); ImGui::EndMenuBar(); } ImGui::End(); } //----------------------------------------------------------------------------- // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() //----------------------------------------------------------------------------- // Simplified structure to mimic a Document model struct MyDocument { const char* Name; // Document 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 bool WantClose; // Set when the document ImVec4 Color; // An arbitrary variable associated to the document MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) { Name = name; Open = OpenPrev = open; Dirty = false; WantClose = false; Color = color; } void DoOpen() { Open = true; } void DoQueueClose() { WantClose = true; } void DoForceClose() { Open = false; Dirty = false; } void DoSave() { Dirty = false; } // Display placeholder contents for the Document static void DisplayContents(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(); if (ImGui::Button("Modify", ImVec2(100, 0))) doc->Dirty = true; ImGui::SameLine(); if (ImGui::Button("Save", ImVec2(100, 0))) doc->DoSave(); 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 static void DisplayContextMenu(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("Close", "CTRL+W", false, doc->Open)) doc->DoQueueClose(); ImGui::EndPopup(); } }; struct ExampleAppDocuments { ImVector<MyDocument> Documents; ExampleAppDocuments() { Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); Documents.push_back(MyDocument("A Rather Long Title", false)); Documents.push_back(MyDocument("Some Document", false)); } }; // [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. static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) { for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open && doc->OpenPrev) ImGui::SetTabItemClosed(doc->Name); doc->OpenPrev = doc->Open; } } void ShowExampleAppDocuments(bool* p_open) { static ExampleAppDocuments app; // Options enum Target { Target_None, Target_Tab, // Create documents as local tab into a local tab bar Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace }; static Target opt_target = Target_Tab; static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") // that we emit gets docked into the same spot as the parent window ("Example: Documents"). // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab // not visible, which in turn would stop submitting the "Eggplant" window. // We avoid this problem by submitting our documents window even if our parent window is not currently visible. // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) { ImGui::End(); return; } // Menu if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { int open_count = 0; for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) open_count += app.Documents[doc_n].Open ? 1 : 0; if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) { for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open) if (ImGui::MenuItem(doc->Name)) doc->DoOpen(); } ImGui::EndMenu(); } if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) app.Documents[doc_n].DoQueueClose(); if (ImGui::MenuItem("Exit", "Ctrl+F4") && 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::PushItemWidth(ImGui::GetFontSize() * 12); ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); ImGui::PopItemWidth(); bool redock_all = false; if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } 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. // Tabs if (opt_target == Target_Tab) { ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) { if (opt_reorderable) NotifyOfDocumentsClosedElsewhere(app); // [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 (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open) continue; ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); bool visible = ImGui::BeginTabItem(doc->Name, &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; doc->DoQueueClose(); } MyDocument::DisplayContextMenu(doc); if (visible) { MyDocument::DisplayContents(doc); ImGui::EndTabItem(); } } ImGui::EndTabBar(); } } else if (opt_target == Target_DockSpaceAndWindow) { if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) { NotifyOfDocumentsClosedElsewhere(app); // Create a DockSpace node where any window can be docked ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id); // Create Windows for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (!doc->Open) continue; ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); bool visible = ImGui::Begin(doc->Name, &doc->Open, window_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; doc->DoQueueClose(); } MyDocument::DisplayContextMenu(doc); if (visible) MyDocument::DisplayContents(doc); ImGui::End(); } } else { ShowDockingDisabledMessage(); } } // Early out other contents if (!window_contents_visible) { ImGui::End(); return; } // Update closing queue static ImVector<MyDocument*> close_queue; if (close_queue.empty()) { // Close queue is locked once we started a popup for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) { MyDocument* doc = &app.Documents[doc_n]; if (doc->WantClose) { doc->WantClose = false; close_queue.push_back(doc); } } } // Display closing confirmation UI if (!close_queue.empty()) { int close_queue_unsaved_documents = 0; for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) close_queue_unsaved_documents++; if (close_queue_unsaved_documents == 0) { // Close documents when all are unsaved for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); close_queue.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::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) { for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) ImGui::Text("%s", close_queue[n]->Name); ImGui::EndChildFrame(); } ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); if (ImGui::Button("Yes", button_size)) { for (int n = 0; n < close_queue.Size; n++) { if (close_queue[n]->Dirty) close_queue[n]->DoSave(); close_queue[n]->DoForceClose(); } close_queue.clear(); ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("No", button_size)) { for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); close_queue.clear(); ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("Cancel", button_size)) { close_queue.clear(); ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } } } ImGui::End(); } // End of Demo code #else void ImGui::ShowAboutWindow(bool*) {} void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} #endif #endif // #ifndef IMGUI_DISABLE
C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_draw.cpp
.cpp
214,481
4,191
// dear imgui, v1.89 WIP // (drawing and font code) /* Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList // [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig // [SECTION] ImFontAtlas // [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 #include "imgui.h" #ifndef IMGUI_DISABLE #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" #ifdef IMGUI_ENABLE_FREETYPE #include "misc/freetype/imgui_freetype.h" #endif #include <stdio.h> // vsnprintf, sscanf, printf #if !defined(alloca) #if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) #include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here) #elif defined(_WIN32) #include <malloc.h> // alloca #if !defined(alloca) #define alloca _alloca // for clang with MS Codegen #endif #else #include <stdlib.h> // alloca #endif #endif // 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: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. #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 #if __has_warning("-Walloca") #pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged #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 #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 "-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 "-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] 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" #pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wimplicit-fallthrough" #pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier #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 "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #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)ImFloorSigned(x)) #define STBTT_iceil(x) ((int)ImCeil(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_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); 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_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = 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_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); 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_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); colors[ImGuiCol_NavHighlight] = 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_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); 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_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); colors[ImGuiCol_NavHighlight] = 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)); 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); } 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); } // Initialize before use in a new frame. We always have a command ready in the buffer. void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); 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); _TextureIdStack.resize(0); _Path.resize(0); _Splitter.Clear(); CmdBuffer.push_back(ImDrawCmd()); _FringeScale = 1.0f; } void ImDrawList::_ClearFreeMemory() { CmdBuffer.clear(); IdxBuffer.clear(); VtxBuffer.clear(); Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.clear(); _TextureIdStack.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.TextureId = _CmdHeader.TextureId; 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() { if (CmdBuffer.Size == 0) return; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) CmdBuffer.pop_back(); } void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) { 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; curr_cmd->UserCallbackData = callback_data; AddDrawCmd(); // Force a new command after us (see comment below) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() #define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) #define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset #define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, 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::_OnChangedTextureID() { // 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->TextureId != _CmdHeader.TextureId) { 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->TextureId = _CmdHeader.TextureId; } 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 < 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::PushTextureID(ImTextureID texture_id) { _TextureIdStack.push_back(texture_id); _CmdHeader.TextureId = texture_id; _OnChangedTextureID(); } void ImDrawList::PopTextureID() { _TextureIdStack.pop_back(); _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; _OnChangedTextureID(); } // 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 a 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) 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 <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 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 <thickness> 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 vertexes 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 vertexes 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) 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 ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 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)ImFloorSigned(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)ImFloorSigned(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); } } 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<ImVec2>* 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<ImVec2>* 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) { 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) { 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)); } } IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) // ~0 --> ImDrawFlags_RoundCornersAll or 0 if (flags == ~0) return ImDrawFlags_RoundCornersAll; // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) // 0x02 --> ImDrawFlags_RoundCornersTopRight // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight // 0x04 --> ImDrawFlags_RoundCornersBotLeft // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft // ... // 0x0F --> ImDrawFlags_RoundCornersAll or 0 // (See all values in ImDrawCornerFlags_) 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 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... 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) { 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); } // 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(const 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; if (text_end == NULL) text_end = text_begin + strlen(text_begin); if (text_begin == text_end) return; // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) font = _Data->Font; if (font_size == 0.0f) font_size = _Data->FontSize; IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. 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(NULL, 0.0f, pos, col, text_begin, text_end); } void ImDrawList::AddImage(ImTextureID user_texture_id, 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 = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); PrimReserve(6, 4); PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } void ImDrawList::AddImageQuad(ImTextureID user_texture_id, 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 = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); PrimReserve(6, 4); PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } void ImDrawList::AddImageRounded(ImTextureID user_texture_id, 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(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); 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) PopTextureID(); } //----------------------------------------------------------------------------- // [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, TextureId, 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, TextureId, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); } //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- // 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<ImDrawVert> new_vtx_buffer; TotalVtxCount = TotalIdxCount = 0; for (int i = 0; i < CmdListsCount; i++) { ImDrawList* cmd_list = CmdLists[i]; if (cmd_list->IdxBuffer.empty()) continue; new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; cmd_list->VtxBuffer.swap(new_vtx_buffer); cmd_list->IdxBuffer.resize(0); TotalVtxCount += cmd_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 (int i = 0; i < CmdListsCount; i++) { ImDrawList* cmd_list = CmdLists[i]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; 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); } } //----------------------------------------------------------------------------- // [SECTION] ImFontConfig //----------------------------------------------------------------------------- ImFontConfig::ImFontConfig() { memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; GlyphMaxAdvanceX = FLT_MAX; RasterizerMultiply = 1.0f; EllipsisChar = (ImWchar)-1; } //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas //----------------------------------------------------------------------------- // 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(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; ImFontAtlas::ImFontAtlas() { memset(this, 0, sizeof(*this)); TexGlyphPadding = 1; PackIdMouseCursors = PackIdLines = -1; } ImFontAtlas::~ImFontAtlas() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); Clear(); } void ImFontAtlas::ClearInputData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); for (int i = 0; i < ConfigData.Size; i++) if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) { IM_FREE(ConfigData[i].FontData); ConfigData[i].FontData = NULL; } // When clearing this we lose access to the font name and other information used to build the font. for (int i = 0; i < Fonts.Size; i++) if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) { Fonts[i]->ConfigData = NULL; Fonts[i]->ConfigDataCount = 0; } ConfigData.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; // Important: we leave TexReady untouched } void ImFontAtlas::ClearTexData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); if (TexPixelsAlpha8) IM_FREE(TexPixelsAlpha8); if (TexPixelsRGBA32) IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; TexPixelsUseColors = false; // Important: we leave TexReady untouched } void ImFontAtlas::ClearFonts() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); Fonts.clear_delete(); TexReady = false; } void ImFontAtlas::Clear() { ClearInputData(); ClearTexData(); ClearFonts(); } void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { // Build atlas on demand if (TexPixelsAlpha8 == NULL) Build(); *out_pixels = TexPixelsAlpha8; if (out_width) *out_width = TexWidth; if (out_height) *out_height = TexHeight; if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; } void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { // Convert to RGBA32 format on demand // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp if (!TexPixelsRGBA32) { unsigned char* pixels = NULL; GetTexDataAsAlpha8(&pixels, NULL, NULL); if (pixels) { TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); const unsigned char* src = pixels; unsigned int* dst = TexPixelsRGBA32; for (int n = TexWidth * TexHeight; n > 0; n--) *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); } } *out_pixels = (unsigned char*)TexPixelsRGBA32; if (out_width) *out_width = TexWidth; if (out_height) *out_height = TexHeight; if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; } ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); IM_ASSERT(font_cfg->SizePixels > 0.0f); // Create new font if (!font_cfg->MergeMode) Fonts.push_back(IM_NEW(ImFont)); else IM_ASSERT(!Fonts.empty() && "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. ConfigData.push_back(*font_cfg); ImFontConfig& new_font_cfg = ConfigData.back(); if (new_font_cfg.DstFont == NULL) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); new_font_cfg.FontDataOwnedByAtlas = true; memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; // Invalidate texture TexReady = false; ClearTexData(); return new_font_cfg.DstFont; } // 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 const char* GetDefaultCompressedFontDataTTFBase85(); 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; } } // Load embedded ProggyClean.ttf at size 13, disable oversampling ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) { 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, %dpx", (int)font_cfg.SizePixels); font_cfg.EllipsisChar = (ImWchar)0x0085; font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); return 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 between NewFrame() and EndFrame/Render()!"); size_t data_size = 0; void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { 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 + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); } 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* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); font_cfg.FontData = ttf_data; font_cfg.FontDataSize = ttf_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)strlen(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; } int ImFontAtlas::AddCustomRectRegular(int width, int height) { IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; r.Width = (unsigned short)width; r.Height = (unsigned short)height; CustomRects.push_back(r); return CustomRects.Size - 1; // Return index } int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) { #ifdef IMGUI_USE_WCHAR32 IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); #endif IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; r.Width = (unsigned short)width; r.Height = (unsigned short)height; r.GlyphID = id; r.GlyphAdvanceX = advance_x; r.GlyphOffset = offset; r.Font = font; CustomRects.push_back(r); return CustomRects.Size - 1; // Return index } void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); } bool ImFontAtlas::GetMouseCursorTexData(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 (Flags & ImFontAtlasFlags_NoMouseCursors) return false; IM_ASSERT(PackIdMouseCursors != -1); ImFontAtlasCustomRect* r = GetCustomRectByIndex(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) * TexUvScale; out_uv_border[1] = (pos + size) * TexUvScale; pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; out_uv_fill[0] = (pos) * TexUvScale; out_uv_fill[1] = (pos + size) * TexUvScale; return true; } bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); // Default font is none are specified if (ConfigData.Size == 0) AddFontDefault(); // Select builder // - Note that we do not reassign to atlas->FontBuilderIO, 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 ImFontBuilderIO somewhere // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. const ImFontBuilderIO* builder_io = FontBuilderIO; if (builder_io == NULL) { #ifdef IMGUI_ENABLE_FREETYPE builder_io = ImGuiFreeType::GetBuilderForFreeType(); #elif defined(IMGUI_ENABLE_STB_TRUETYPE) builder_io = ImFontAtlasGetBuilderForStbTruetype(); #else IM_ASSERT(0); // Invalid Build function #endif } // Build return builder_io->FontBuilder_Build(this); } void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) { for (unsigned int i = 0; i < 256; i++) { unsigned int value = (unsigned int)(i * in_brighten_factor); out_table[i] = value > 255 ? 255 : (value & 0xFF); } } void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) { unsigned char* data = pixels + x + y * stride; for (int j = h; j > 0; j--, data += stride) for (int i = 0; i < w; i++) data[i] = table[data[i]]; } #ifdef IMGUI_ENABLE_STB_TRUETYPE // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) struct ImFontBuildSrcData { stbtt_fontinfo FontInfo; stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. stbtt_packedchar* PackedChars; // Output glyphs const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] int GlyphsHighest; // Highest requested codepoint int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) }; // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) struct ImFontBuildDstData { int SrcCount; // Number of source fonts targeting this destination font. int GlyphsHighest; int GlyphsCount; ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. }; static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out) { IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); const ImU32* it_begin = in->Storage.begin(); const ImU32* it_end = in->Storage.end(); for (const ImU32* it = it_begin; it < it_end; it++) if (ImU32 entries_32 = *it) for (ImU32 bit_n = 0; bit_n < 32; bit_n++) if (entries_32 & ((ImU32)1 << bit_n)) out->push_back((int)(((it - it_begin) << 5) + bit_n)); } static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); ImFontAtlasBuildInit(atlas); // Clear atlas atlas->TexID = (ImTextureID)NULL; atlas->TexWidth = atlas->TexHeight = 0; atlas->TexUvScale = ImVec2(0.0f, 0.0f); atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); atlas->ClearTexData(); // Temporary storage for building ImVector<ImFontBuildSrcData> src_tmp_array; ImVector<ImFontBuildDstData> dst_tmp_array; src_tmp_array.resize(atlas->ConfigData.Size); dst_tmp_array.resize(atlas->Fonts.Size); memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); // 1. Initialize font loading structure, check font data validity for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontConfig& cfg = atlas->ConfigData[src_i]; IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) src_tmp.DstIndex = -1; for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) if (cfg.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; if (src_tmp.DstIndex == -1) { IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? return false; } // Initialize helper structure for font loading and verify that the TTF/OTF data is correct const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) return false; // Measure highest codepoints ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); dst_tmp.SrcCount++; dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); } // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. int total_glyphs_count = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); if (dst_tmp.GlyphsSet.Storage.empty()) dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) continue; if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? continue; // Add to avail set/counters src_tmp.GlyphsCount++; dst_tmp.GlyphsCount++; src_tmp.GlyphsSet.SetBit(codepoint); dst_tmp.GlyphsSet.SetBit(codepoint); total_glyphs_count++; } } // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); src_tmp.GlyphsSet.Clear(); IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); } for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) dst_tmp_array[dst_i].GlyphsSet.Clear(); dst_tmp_array.clear(); // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) ImVector<stbrp_rect> buf_rects; ImVector<stbtt_packedchar> buf_packedchars; buf_rects.resize(total_glyphs_count); buf_packedchars.resize(total_glyphs_count); memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); // 4. Gather glyphs sizes so we can pack them in our virtual canvas. int total_surface = 0; int buf_rects_out_n = 0; int buf_packedchars_out_n = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; src_tmp.Rects = &buf_rects[buf_rects_out_n]; src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; buf_rects_out_n += src_tmp.GlyphsCount; buf_packedchars_out_n += src_tmp.GlyphsCount; // Convert our ranges in the format stb_truetype wants ImFontConfig& cfg = atlas->ConfigData[src_i]; src_tmp.PackRange.font_size = cfg.SizePixels; src_tmp.PackRange.first_unicode_codepoint_in_range = 0; src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { int x0, y0, x1, y1; const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); IM_ASSERT(glyph_index_in_font != 0); stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; } } // We need a width for the skyline algorithm, any width! // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; atlas->TexHeight = 0; if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). const int TEX_HEIGHT_MAX = 1024 * 32; stbtt_pack_context spc = {}; stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); // Extend texture height and mark missing glyphs as non-packed so we won't render them. // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) if (src_tmp.Rects[glyph_i].was_packed) atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); } // 7. Allocate texture atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; spc.height = atlas->TexHeight; // 8. Render/rasterize font characters into the texture for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontConfig& cfg = atlas->ConfigData[src_i]; ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); // Apply multiply operator if (cfg.RasterizerMultiply != 1.0f) { unsigned char multiply_table[256]; ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); stbrp_rect* r = &src_tmp.Rects[0]; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) if (r->was_packed) ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); } src_tmp.Rects = NULL; } // End packing stbtt_PackEnd(&spc); buf_rects.clear(); // 9. Setup ImFont and glyphs for runtime for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; // When merging fonts with MergeMode=true: // - We can have multiple input fonts writing into a same destination font. // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; ImFont* dst_font = cfg.DstFont; const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { // Register glyph const int codepoint = src_tmp.GlyphsList[glyph_i]; const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; stbtt_aligned_quad q; float unused_x = 0.0f, unused_y = 0.0f; stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); } } // Cleanup src_tmp_array.clear_destruct(); ImFontAtlasBuildFinish(atlas); return true; } const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() { static ImFontBuilderIO io; io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; return &io; } #endif // IMGUI_ENABLE_STB_TRUETYPE void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) { font->ClearOutputData(); font->FontSize = font_config->SizePixels; font->ConfigData = font_config; font->ConfigDataCount = 0; font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; } font->ConfigDataCount++; } void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) { stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; IM_ASSERT(pack_context != NULL); ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects; IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. ImVector<stbrp_rect> pack_rects; pack_rects.resize(user_rects.Size); memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); for (int i = 0; i < user_rects.Size; i++) { pack_rects[i].w = user_rects[i].Width; pack_rects[i].h = user_rects[i].Height; } stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); for (int i = 0; i < pack_rects.Size; i++) if (pack_rects[i].was_packed) { user_rects[i].X = (unsigned short)pack_rects[i].x; user_rects[i].Y = (unsigned short)pack_rects[i].y; IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); } } void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) for (int off_x = 0; off_x < w; off_x++) out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) for (int off_x = 0; off_x < w; off_x++) out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; } static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); IM_ASSERT(r->IsPacked()); const int w = atlas->TexWidth; if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) { // Render/copy pixels IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); const int x_for_white = r->X; const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; if (atlas->TexPixelsAlpha8 != NULL) { ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); ImFontAtlasBuildRender8bppRectFromString(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', 0xFF); } else { ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); ImFontAtlasBuildRender32bppRectFromString(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', IM_COL32_WHITE); } } else { // Render 4 white pixels IM_ASSERT(r->Width == 2 && r->Height == 2); const int offset = (int)r->X + (int)r->Y * w; if (atlas->TexPixelsAlpha8 != NULL) { atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; } else { atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; } } atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) { if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) return; // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); IM_ASSERT(r->IsPacked()); for (unsigned 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 unsigned int y = n; unsigned int line_width = n; unsigned int pad_left = (r->Width - line_width) / 2; unsigned int pad_right = r->Width - (pad_left + line_width); // Write each slice IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels if (atlas->TexPixelsAlpha8 != NULL) { unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; for (unsigned int i = 0; i < pad_left; i++) *(write_ptr + i) = 0x00; for (unsigned int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = 0xFF; for (unsigned int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = 0x00; } else { unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; for (unsigned int i = 0; i < pad_left; i++) *(write_ptr + i) = IM_COL32(255, 255, 255, 0); for (unsigned int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = IM_COL32_WHITE; for (unsigned int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); } // Calculate UVs for this line 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); } } // Note: this is called / shared by both the stb_truetype and the FreeType builder void ImFontAtlasBuildInit(ImFontAtlas* atlas) { // Register texture region for mouse cursors or standard white pixels if (atlas->PackIdMouseCursors < 0) { if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); else atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); } // 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 if (atlas->PackIdLines < 0) { if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); } } // This is called/shared by both the stb_truetype and the FreeType builder. void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { // Render into our custom data blocks IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); ImFontAtlasBuildRenderLinesTexData(atlas); // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; if (r->Font == NULL || r->GlyphID == 0) continue; // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH IM_ASSERT(r->Font->ContainerAtlas == atlas); ImVec2 uv0, uv1; atlas->CalcCustomRectUV(r, &uv0, &uv1); r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); } // Build all fonts lookup tables for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); atlas->TexReady = true; } // 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]; } 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; } //------------------------------------------------------------------------- // [SECTION] ImFontAtlas glyph ranges helpers //------------------------------------------------------------------------- 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 the character information database of the Information-technology Promotion Agency, Japan // - https://mojikiban.ipa.go.jp/mji/ // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode // - You can generate this code by the script at: // - https://github.com/vaiorabbit/everyday_use_kanji // - References: // - List of Joyo Kanji // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji // - List of Jinmeiyo Kanji // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html // - (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]; } //----------------------------------------------------------------------------- // [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<ImWchar>* 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 //----------------------------------------------------------------------------- ImFont::ImFont() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)-1; EllipsisChar = (ImWchar)-1; DotChar = (ImWchar)-1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; ConfigDataCount = 0; DirtyLookupTables = false; Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); } ImFont::~ImFont() { ClearOutputData(); } void ImFont::ClearOutputData() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; Glyphs.clear(); IndexAdvanceX.clear(); IndexLookup.clear(); FallbackGlyph = NULL; ContainerAtlas = NULL; DirtyLookupTables = true; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; } static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) { for (int n = 0; n < candidate_chars_count; n++) if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) return candidate_chars[n]; return (ImWchar)-1; } void ImFont::BuildLookupTable() { int max_codepoint = 0; for (int i = 0; i != Glyphs.Size; i++) max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); // Build lookup table IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); DirtyLookupTables = false; memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { int codepoint = (int)Glyphs[i].Codepoint; IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; IndexLookup[codepoint] = (ImWchar)i; // Mark 4K page as used const int page_n = codepoint / 4096; Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); } // Create a glyph to handle TAB // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) if (FindGlyph((ImWchar)' ')) { if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& tab_glyph = Glyphs.back(); tab_glyph = *FindGlyph((ImWchar)' '); tab_glyph.Codepoint = '\t'; tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); } // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); // Ellipsis character 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[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; if (EllipsisChar == (ImWchar)-1) EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); if (DotChar == (ImWchar)-1) DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); // Setup fallback character const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; FallbackGlyph = FindGlyphNoFallback(FallbackChar); if (FallbackGlyph == NULL) { FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); FallbackGlyph = FindGlyphNoFallback(FallbackChar); if (FallbackGlyph == NULL) { FallbackGlyph = &Glyphs.back(); FallbackChar = (ImWchar)FallbackGlyph->Codepoint; } } FallbackAdvanceX = FallbackGlyph->AdvanceX; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) IndexAdvanceX[i] = FallbackAdvanceX; } // API is designed this way to avoid exposing the 4K 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 / 4096); unsigned int page_last = (c_last / 4096); for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) if ((page_n >> 3) < sizeof(Used4kPagesMap)) if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) return false; return true; } void ImFont::SetGlyphVisible(ImWchar c, bool visible) { if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) glyph->Visible = visible ? 1 : 0; } void ImFont::GrowIndex(int new_size) { IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); if (new_size <= IndexLookup.Size) return; IndexAdvanceX.resize(new_size, -1.0f); IndexLookup.resize(new_size, (ImWchar)-1); } // 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). // 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) { if (cfg != NULL) { // Clamp & recenter if needed const float advance_x_original = advance_x; advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); if (advance_x != advance_x_original) { float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; x0 += char_off_x; x1 += char_off_x; } // Snap to pixel if (cfg->PixelSnapH) advance_x = IM_ROUND(advance_x); // Bake spacing advance_x += cfg->GlyphExtraSpacing.x; } Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& glyph = Glyphs.back(); glyph.Codepoint = (unsigned int)codepoint; glyph.Visible = (x0 != x1) && (y0 != y1); glyph.Colored = false; glyph.X0 = x0; glyph.Y0 = y0; glyph.X1 = x1; glyph.Y1 = y1; glyph.U0 = u0; glyph.V0 = v0; glyph.U1 = u1; glyph.V1 = v1; glyph.AdvanceX = advance_x; // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. float pad = ContainerAtlas->TexGlyphPadding + 0.99f; DirtyLookupTables = true; MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); } void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) { IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. unsigned int index_size = (unsigned int)IndexLookup.Size; if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists return; if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op return; GrowIndex(dst + 1); IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; } const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const { if (c >= (size_t)IndexLookup.Size) return FallbackGlyph; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) return FallbackGlyph; return &Glyphs.Data[i]; } const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const { if (c >= (size_t)IndexLookup.Size) return NULL; const ImWchar i = IndexLookup.Data[c]; if (i == (ImWchar)-1) return NULL; return &Glyphs.Data[i]; } const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const { // Simple word-wrapping for English, not full-featured. Please submit failing cases! // 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.) // 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" 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; 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 == 0) break; 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; } } const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); 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 != '\"'); } // 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; } return s; } ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const { if (!text_end) text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. const float line_height = size; const float scale = size / FontSize; 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 = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below } 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; // Wrapping skips upcoming blanks while (s < text_end) { const char c = *s; if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } 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 == 0) // Malformed UTF-8? break; } 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; } const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * 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 { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) return; if (glyph->Colored) col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; float x = IM_FLOOR(pos.x); float y = IM_FLOOR(pos.y); draw_list->PrimReserve(6, 4); draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), 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) const { if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect float x = IM_FLOOR(pos.x); float y = IM_FLOOR(pos.y); if (y > clip_rect.w) return; const float start_x = x; const float scale = size / FontSize; const float line_height = FontSize * scale; const bool word_wrap_enabled = (wrap_width > 0.0f); const char* word_wrap_eol = NULL; // Fast-forward to first visible line const char* s = text_begin; if (y + line_height < clip_rect.y && !word_wrap_enabled) while (y + line_height < clip_rect.y && s < text_end) { s = (const char*)memchr(s, '\n', text_end - s); s = s ? s + 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*)memchr(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_current_idx = draw_list->_VtxCurrentIdx; const ImU32 col_untinted = col | ~IM_COL32_A_MASK; 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 = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below } if (s >= word_wrap_eol) { x = start_x; y += line_height; word_wrap_eol = NULL; // Wrapping skips upcoming blanks while (s < text_end) { const char c = *s; if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } 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 == 0) // Malformed UTF-8? break; } if (c < 32) { if (c == '\n') { x = start_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop continue; } if (c == '\r') continue; } const ImFontGlyph* glyph = 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: { idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); 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; vtx_write += 4; vtx_current_idx += 4; idx_write += 6; } } } x += char_width; } // 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_current_idx; } //----------------------------------------------------------------------------- // [SECTION] ImGui Internal Render Helpers //----------------------------------------------------------------------------- // Vaguely redesigned to stop accessing ImGui global state: // - RenderArrow() // - RenderBullet() // - RenderCheckMark() // - RenderArrowDockMenu() // - 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) { 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 } } // This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, // and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) { draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); } 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, 3); // BL draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // 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, 3); // TR draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // 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); } ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) { bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; return ImDrawFlags_RoundCornersNone | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); } // 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.upperbounds.net/download/ProggyClean.ttf.zip) // Download and more information at http://upperbounds.net //----------------------------------------------------------------------------- // File: 'ProggyClean.ttf' (41208 bytes) // Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. //----------------------------------------------------------------------------- static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" "2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#" "`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL" "i@^rMl9t=cWq6##weg>$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;-<nLENhvx>-VsM.M0rJfLH2eTM`*oJMHRC`N" "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`&#0j@'DbG&#^$PG.Ll+DNa<XCMKEV*N)LN/N" "*b=%Q6pia-Xg8I$<MR&,VdJe$<(7G;Ckl'&hF;;$<_=X(b.RS%%)###MPBuuE1V:v&cX&#2m#(&cV]`k9OhLMbn%s$G2,B$BfD3X*sp5#l,$R#]x_X1xKX%b5U*[r5iMfUo9U`N99hG)" "tm+/Us9pG)XPu`<0s-)WTt(gCRxIg(%6sfh=ktMKn3j)<6<b5Sk_/0(^]AaN#(p/L>&VZ>1i%h1S9u5o@YaaW$e+b<TWFn/Z:Oh(Cx2$lNEoN^e)#CFY@@I;BOQ*sRwZtZxRcU7uW6CX" "ow0i(?$Q[cjOd[P4d)]>ROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc." 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C++
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_dx9.h
.h
1,420
27
// dear imgui: Renderer Backend for DirectX9 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #pragma once #include "imgui.h" // IMGUI_IMPL_API struct IDirect3DDevice9; IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
Unknown
3D
hku-mars/ImMesh
src/tools/imgui/imgui_impl_opengl3.cpp
.cpp
43,733
911
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline // - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). // 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. // 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. // 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) // 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. // 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. // 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. // 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) //---------------------------------------- // OpenGL GLSL GLSL // version version string //---------------------------------------- // 2.0 110 "#version 110" // 2.1 120 "#version 120" // 3.0 130 "#version 130" // 3.1 140 "#version 140" // 3.2 150 "#version 150" // 3.3 330 "#version 330 core" // 4.0 400 "#version 400 core" // 4.1 410 "#version 410 core" // 4.2 420 "#version 410 core" // 4.3 430 "#version 430 core" // ES 2.0 100 "#version 100" = WebGL 1.0 // ES 3.0 300 "#version 300 es" = WebGL 2.0 //---------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #include "imgui_impl_opengl3.h" #include <stdio.h> #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include <stddef.h> // intptr_t #else #include <stdint.h> // intptr_t #endif #if defined(__APPLE__) #include <TargetConditionals.h> #endif // Clang warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #endif // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include <OpenGLES/ES2/gl.h> // Use GL ES 2 #else #include <GLES2/gl2.h> // Use GL ES 2 #endif #if defined(__EMSCRIPTEN__) #ifndef GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES #endif #include <GLES2/gl2ext.h> #endif #elif defined(IMGUI_IMPL_OPENGL_ES3) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include <OpenGLES/ES3/gl.h> // Use GL ES 3 #else #include <GLES3/gl3.h> // Use GL ES 3 #endif #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. #define IMGL3W_IMPL #include "imgui_impl_opengl3_loader.h" #endif // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension #ifndef IMGUI_IMPL_OPENGL_ES2 #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #elif defined(__EMSCRIPTEN__) #define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #define glBindVertexArray glBindVertexArrayOES #define glGenVertexArrays glGenVertexArraysOES #define glDeleteVertexArrays glDeleteVertexArraysOES #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #endif // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. #ifdef GL_POLYGON_MODE #define IMGUI_IMPL_HAS_POLYGON_MODE #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #endif // Desktop GL 3.3+ has glBindSampler() #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif // Desktop GL use extension detection #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS #endif // OpenGL Data struct ImGui_ImplOpenGL3_Data { GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. GLuint FontTexture; GLuint ShaderHandle; GLint AttribLocationTex; // Uniforms location GLint AttribLocationProjMtx; GLuint AttribLocationVtxPos; // Vertex attributes location GLuint AttribLocationVtxUV; GLuint AttribLocationVtxColor; unsigned int VboHandle, ElementsHandle; GLsizeiptr VertexBufferSize; GLsizeiptr IndexBufferSize; bool HasClipOrigin; bool UseBufferSubData; ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Forward Declarations static void ImGui_ImplOpenGL3_InitPlatformInterface(); static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY struct ImGui_ImplOpenGL3_VtxAttribState { GLint Enabled, Size, Type, Normalized, Stride; GLvoid* Ptr; void GetState(GLint index) { glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); } void SetState(GLint index) { glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); } }; #endif // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); // Initialize our loader #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) if (imgl3wInit() != 0) { fprintf(stderr, "Failed to initialize OpenGL loader!\n"); return false; } #endif // Setup backend capabilities flags ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl3"; // Query for GL version (e.g. 320 for GL 3.2) #if !defined(IMGUI_IMPL_OPENGL_ES2) GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); if (major == 0 && minor == 0) { // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>" const char* gl_version = (const char*)glGetString(GL_VERSION); sscanf(gl_version, "%d.%d", &major, &minor); } bd->GlVersion = (GLuint)(major * 100 + minor * 10); // Query vendor to enable glBufferSubData kludge #ifdef _WIN32 if (const char* vendor = (const char*)glGetString(GL_VENDOR)) if (strncmp(vendor, "Intel", 5) == 0) bd->UseBufferSubData = true; #endif //printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #else bd->GlVersion = 200; // GLES 2 #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. if (glsl_version == NULL) { #if defined(IMGUI_IMPL_OPENGL_ES2) glsl_version = "#version 100"; #elif defined(IMGUI_IMPL_OPENGL_ES3) glsl_version = "#version 300 es"; #elif defined(__APPLE__) glsl_version = "#version 150"; #else glsl_version = "#version 130"; #endif } IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); strcpy(bd->GlslVersionString, glsl_version); strcat(bd->GlslVersionString, "\n"); // Make an arbitrary GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! GLint current_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture); // Detect extensions we support bd->HasClipOrigin = (bd->GlVersion >= 450); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; i++) { const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) bd->HasClipOrigin = true; } #endif if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplOpenGL3_InitPlatformInterface(); return true; } void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_ShutdownPlatformInterface(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } void ImGui_ImplOpenGL3_NewFrame() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?"); if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) #if defined(GL_CLIP_ORIGIN) bool clip_origin_lower_left = true; if (bd->HasClipOrigin) { GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin); if (current_clip_origin == GL_UPPER_LEFT) clip_origin_lower_left = false; } #endif // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; #if defined(GL_CLIP_ORIGIN) if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left #endif const float ortho_projection[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; glUseProgram(bd->ShaderHandle); glUniform1i(bd->AttribLocationTex, 0); glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (bd->GlVersion >= 330) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif (void)vertex_array_object; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(vertex_array_object); #endif // Bind vertex/index buffers and setup attributes for ImDrawVert glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); glEnableVertexAttribArray(bd->AttribLocationVtxPos); glEnableVertexAttribArray(bd->AttribLocationVtxUV); glEnableVertexAttribArray(bd->AttribLocationVtxColor); glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); } // OpenGL3 Render function. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // This is in order to be able to run within an OpenGL engine that doesn't do so. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); #endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. GLuint vertex_array_object = 0; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glGenVertexArrays(1, &vertex_array_object); #endif ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Upload vertex/index buffers // - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468) // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports. // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors. const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); if (bd->UseBufferSubData) { if (bd->VertexBufferSize < vtx_buffer_size) { bd->VertexBufferSize = vtx_buffer_size; glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW); } if (bd->IndexBufferSize < idx_buffer_size) { bd->IndexBufferSize = idx_buffer_size; glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW); } glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data); } else { glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); } for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); else #endif glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); } } } // Destroy the temporary VAO #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glDeleteVertexArrays(1, &vertex_array_object); #endif // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER if (bd->GlVersion >= 330) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); #endif glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif #ifdef IMGUI_IMPL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); (void)bd; // Not all compilation paths use this } bool ImGui_ImplOpenGL3_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Build texture atlas unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &bd->FontTexture); glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); #endif glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGui_ImplOpenGL3_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->FontTexture) { glDeleteTextures(1, &bd->FontTexture); io.Fonts->SetTexID(0); bd->FontTexture = 0; } } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. static bool CheckShader(GLuint handle, const char* desc) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector<char> buf; buf.resize((int)(log_length + 1)); glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } // If you get an error please report on GitHub. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); if (log_length > 1) { ImVector<char> buf; buf.resize((int)(log_length + 1)); glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } bool ImGui_ImplOpenGL3_CreateDeviceObjects() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #endif // Parse GLSL version string int glsl_version = 130; sscanf(bd->GlslVersionString, "#version %d", &glsl_version); const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n" "attribute vec2 Position;\n" "attribute vec2 UV;\n" "attribute vec4 Color;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_130 = "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 UV;\n" "in vec4 Color;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_300_es = "precision highp float;\n" "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_410_core = "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* fragment_shader_glsl_120 = "#ifdef GL_ES\n" " precision mediump float;\n" "#endif\n" "uniform sampler2D Texture;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" "}\n"; const GLchar* fragment_shader_glsl_130 = "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; const GLchar* fragment_shader_glsl_300_es = "precision mediump float;\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "layout (location = 0) out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; const GLchar* fragment_shader_glsl_410_core = "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "uniform sampler2D Texture;\n" "layout (location = 0) out vec4 Out_Color;\n" "void main()\n" "{\n" " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" "}\n"; // Select shaders matching our GLSL versions const GLchar* vertex_shader = NULL; const GLchar* fragment_shader = NULL; if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; fragment_shader = fragment_shader_glsl_120; } else if (glsl_version >= 410) { vertex_shader = vertex_shader_glsl_410_core; fragment_shader = fragment_shader_glsl_410_core; } else if (glsl_version == 300) { vertex_shader = vertex_shader_glsl_300_es; fragment_shader = fragment_shader_glsl_300_es; } else { vertex_shader = vertex_shader_glsl_130; fragment_shader = fragment_shader_glsl_130; } // Create shaders const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL); glCompileShader(vert_handle); CheckShader(vert_handle, "vertex shader"); const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL); glCompileShader(frag_handle); CheckShader(frag_handle, "fragment shader"); // Link bd->ShaderHandle = glCreateProgram(); glAttachShader(bd->ShaderHandle, vert_handle); glAttachShader(bd->ShaderHandle, frag_handle); glLinkProgram(bd->ShaderHandle); CheckProgram(bd->ShaderHandle, "shader program"); glDetachShader(bd->ShaderHandle, vert_handle); glDetachShader(bd->ShaderHandle, frag_handle); glDeleteShader(vert_handle); glDeleteShader(frag_handle); bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); // Create buffers glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->ElementsHandle); ImGui_ImplOpenGL3_CreateFontsTexture(); // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif return true; } void ImGui_ImplOpenGL3_DestroyDeviceObjects() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) { if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) { ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); } ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); } static void ImGui_ImplOpenGL3_InitPlatformInterface() { ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; } static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() { ImGui::DestroyPlatformWindows(); } #if defined(__clang__) #pragma clang diagnostic pop #endif
C++
3D
hku-mars/ImMesh
src/meshing/mesh_rec_display.hpp
.hpp
879
16
#pragma once #include "tools/openGL_libs/glad.h" #include "tools/openGL_libs/openGL_camera.hpp" #include "shader/tools_my_texture_triangle_shader.h" #include "shader/tools_my_camera_pose_shader.h" #include "shader/tools_my_dbg_utility.h" #include "shader/tools_my_point_shader.h" #include "mesh_rec_geometry.hpp" void init_openGL_shader(); void draw_triangle( const Cam_view & gl_cam); void draw_camera_trajectory(int current_frame_idx, float pt_disp_size = 5); void draw_camera_pose( int current_frame_idx, float pt_disp_size = 5, float display_cam_size = 1.0); void display_current_LiDAR_pts( int current_frame_idx, double pts_size, vec_4f color = vec_4f( 1.0, 1.0, 1.0, 0.5 ) ); void display_reinforced_LiDAR_pts( std::vector< vec_3f > & pt_vec, double pts_size, vec_3f color = vec_3f (1.0, 0.0, 1.0) ); void service_refresh_and_synchronize_triangle(double sleep_time = 1);
Unknown
3D
hku-mars/ImMesh
src/meshing/mesh_rec_geometry.hpp
.hpp
2,487
57
#pragma once #include <tbb/tbb.h> #include <tbb/blocked_range.h> #include <tbb/parallel_for.h> #include <tbb/parallel_for_each.h> #include "opencv2/opencv.hpp" #include "pointcloud_rgbd.hpp" #include "triangle.hpp" #include <iostream> #include <CGAL/IO/PLY.h> #include "tools/tools_color_printf.hpp" #include "tools/tools_data_io.hpp" #include "tools/tools_logger.hpp" #include "tools/tools_color_printf.hpp" #include "tools/tools_eigen.hpp" #include "tools/tools_random.hpp" #include "tools/tools_serialization.hpp" #include "tools/tools_graphics.hpp" #include "ikd_Tree.h" #include <CGAL/Exact_predicates_inexact_constructions_kernel.h> #include <CGAL/Delaunay_triangulation_3.h> #include <CGAL/Triangulation_vertex_base_with_info_3.h> #define NUMBER_OF_POSE_SIZE -1 typedef std::vector< std::pair< std::vector< vec_4 >, Eigen::Matrix< double, NUMBER_OF_POSE_SIZE, 1 > > > LiDAR_frame_pts_and_pose_vec; typedef CGAL::Exact_predicates_inexact_constructions_kernel K; typedef pcl::PointXYZINormal PointType ; using PointVector = std::vector< PointType, Eigen::aligned_allocator< PointType > >; void save_to_ply_file(std::string ply_file = std::string("/home/ziv/temp/ply/rec_mesh_smoothed.ply"), double smooth_factor = 0.1, double knn = 20); void smooth_all_pts(double smooth_factor = 0.1, double knn = 20); void triangle_compare( const Triangle_set & remove_triangles, const std::vector< long > & add_triangles, Triangle_set & res_remove_triangles, Triangle_set & res_add_triangles, Triangle_set * exist_triangles = nullptr ); void correct_triangle_index(Triangle_ptr & ptr , const vec_3 & camera_center, const vec_3 & _short_axis); std::vector<RGB_pt_ptr> remove_outlier_pts(const std::vector<RGB_pt_ptr> & rgb_pts_vec, const RGB_voxel_ptr & voxel_ptr ); std::vector<RGB_pt_ptr> retrieve_neighbor_pts_kdtree(const std::vector<RGB_pt_ptr> & rgb_pts_vec ); // Compute angle of vector(pb-pa) and (pc-pa) double compute_angle( vec_2 &pa, vec_2 &pb, vec_2 &pc ); bool is_face_is_ok( Common_tools::Delaunay2::Face &face, double maximum_angle = 180 ); std::vector< long > delaunay_triangulation( std::vector< RGB_pt_ptr > &rgb_pt_vec, vec_3 &long_axis, vec_3 &mid_axis, vec_3 &short_axis, std::set< long > &convex_hull_index, std::set< long > & inner_hull_index ); std::vector< vec_3f > init_camera_frustum_vertex(Eigen::Matrix3f cam_K, int w, int h, float scale ); void draw_all_camera_pose( float draw_camera_size = 1.0 );
Unknown